23 thoughts on “Dev Comments: the “Shard Grind” and Dungeon Finder

  1. Concerning the comments about drunder armor. Giving us better access to ry’gor still does not fix the reason why folks are not running drunder. That reason is simple, folks dont run it as its to hard, and to many folks fail at it.

    Trying to force us into drunder zones is really not funny, and I have to wonder why the want to force their playbase into zones that are not fun for them.

    As for DF nobody is using it. The problems I have seen have been many. Like a totaly unbalanced team. I got one group that had 4 tanks, 2 scouts and no healer. I got one group that had 4 scouts 1 healer and one caster. I got in one group that the leader booted 3 folks so he could get his guild mates in. So now its the same old thing rad chat is still full of folks looking to run zones. DF is a disaster, inits current form.

  2. I agree, so far we don’t have a lot of early adopters of the dungeons on my server, especially for the pre-90 levels. I noticed last night some people were asking for a group in chat, and also noting they were also queued in the DF. The question still remains, why aren’t people embracing this idea? Unless people queue for it, it won’t gain enough momentum to be successful. The chatter was that you needed peak times to get enough partcipants to make it work, so I am not sure if there was more activity last night or not versus yesterday for off peak hours, where there was not much at all. Maybe they need more incentives to get people to try it?

    One of my guild mates was talking about the DF putting him into a fail group, as Feldon reported, so it may be that the mechanics need to get better before people use it.

  3. In all honesty, until the DF is cross server it won’t necessarily be better than chat channels. I have yet to try the DF, and there are exploits. If they are fixed the feature has a chance, if they aren’t then it’ll die into obscurity.

    There’ll always be fail groups. There’s no way around it because people don’t know how to play their class. Whether we will see tanks in full PvP gear or rogues gemmed to int like in WoW will take time.

  4. If they wanted a smoother progression curve, then they should remove the shard cost from only Thurgadin armor. So that way you have to work a little harder each set of gear. (Example: pq stuff is handed to you, thurgadin you would need some faction, ry’gor you need shards and gems, and drunder stuff would need ore)

    I think SJ is doing a fine job, except for the big mistakes like ignoring the testers.

    As far as the DF it works fine on Antonia Bayle. I’ve done two temple groups the last two days, and the group setup was good, and we did the place with ease.

  5. SmokeJumper addressed this:

    The new Silent City dynamic dungeon scales to the level of your highest player. If more of those players had been in your level range (80-84), you would have been totally fine.

    This comment scares me. He says the dungeons scales to the highest player (90 in this case) then says if more lower levels had been in the group then everything would have been fine. How on earth would more lower levels make it fine if the dungeon scales to the highest player?

    Looks like Smokie doesn’t know what he’s talking about. He has stated that the dungeon scales to the highest, not the average. I wonder what else he’s clueless about?

  6. Inque,

    Pretty sure he misspoke and meant that the new Silent City, like all scaling dungeons, scales to the average level of the group.

    The level 81 healer with five level 90 characters reported that the mobs were level 89, with bosses level 91. This suggests the zone had set itself to 88, which would be in line with the average between (90+90+90+90+90+81)/6.

  7. I think getting rid of shards is just dumbing down the game even more ,I think they should maybe make it so it take less shards and maybe make it so you can trade in you old shards from the early expansion.
    also if you have a bunch of Raid shards you could use them to get gear or trade them in.

  8. They may have to set up a formula for each dungeon to make the group matching work properly (or at least give the ability for devs to override the “standard” for a particular dungeon). There is nothing above that suggests they’ll ensure you have a chanter, for example. There are zones, however, where I doubt any PUG could succeed without a chanter.

    More and more I’m seeing this as a travel short cut for full/partial groups…or a way to get groups with your totally crappy alt with no gear, at least at level 90.

    FYI: discovered a DF feature that may keep me from using it even for groups I already have. Had a group or 5, went into ascent…got up to first named and 2 people went LD. DF automatically added another person to the group. Since we’d already started the shard quest, they couldn’t finish it, and when the LD people came back they were back in group. I’m not sure when DF will add people without hitting the reinforce button…but it appears it’s not really in the hands of the group leader…especially if the leader changes due to a link death.

  9. Vote to change loot options is a terrible ideas. Four guildies who queue together (one of each archetype, for the sake of argument) can change the loot rule to master loot and keep the loots to themselves. The two random players can either accept this or eat a time penalty plus be sent back to the back of the queue.

  10. I agree that scenario would be incredibly rare GA , bordering on theoretical. I’m sure a friend of a guild friend had it happen, but I know a guy whose cousin saw Bigfoot while swimming with a mermaid named Nannette.
    To the reason DF still misses the mark for me…
    I had a group of 4 running a zone when a power blip took out 2 group members. We had already started getting quest updates. As soon as the tions disappeared additional players started being joined to the tions(now) duo.
    Only 1 stayed so the LD couple got back in. The guy who stayed wasn’t a loot whore but was geared in crap. A couple more attempts yielded similar results; crap gear, no AA. Luckily the zones were so easy that we didn’t need the others. it felt more like a forced PLing group than an adventure group.
    I tried again with my alt that has crap gear and AA poor and it was painful to even do Pools. No comms or coordination and I’m unsure that the tank had a taunt. XP wasn’t stellar either especially when debt factors in and shards are much of a motivator.
    Without a whitelist and blacklist to help get better players, at the min, what is the reason for using DF? NBG is incredibly annoying and instant transport is great, but random group addition randomly in the zone makes it a fail for me.
    Cross server is more likely to dig up fail groups.
    Okay…next useless feature, please…(DYOD?)

  11. Originally posted by Striinger:
    I had a quick thought how they may get more people to use DF…
    Disable /invite

    I had a quick thought how to make EQ2 terrible.
    Force player behavior.

    Originally posted by Striinger:

    I had a group of 4 running a zone when a power blip took out 2 group members. We had already started getting quest updates. As soon as the tions disappeared additional players started being joined to the tions(now) duo.

    Originally posted by Striinger:

    FYI: discovered a DF feature that may keep me from using it even for groups I already have. Had a group or 5, went into ascent…got up to first named and 2 people went LD. DF automatically added another person to the group. I’m not sure when DF will add people without hitting the reinforce button…but it appears it’s not really in the hands of the group leader

    Your group leader needs to click the button “Reinforcing…” and tell the Dungeon Finder to stop trying to find people to add to the group.

  12. To be honest i was hesitant about the DF that it would indeed put you into fail grps for some of the slightly harder instances.

    Yes i got into a few fail grps where they could not even get past the 3rd named in Ascent (overseer).

    But a few instances ran well, and i enjoyed the random element. Meet new players, enjoy the excitement of a grp member getting “uber” loot out of ascent. It some of the more seasoned players get out of the “only grp with people i know” rut then we might see a great mix of old and new knowledge.

    But realise what you signed up for Random grp will be random – Enjoy it for the experience.

  13. Here’s the problems I see coming a mile away on the DF. So their “fix” is to put a penalty on people who leave group or decline. I’d far prefer to see people drop group if they are ill-prepared for the zone selected for them. Say a tank with 22K hp is selected for ToRZ, along with a healer with say 160 AAs? Yeah I want them to decline, and don’t think they should be penalized for doing so. Its not their fault the game thinks they’re ready.

    Tweaks I’d make to DF.
    Add an AA or HP restriction on certain zones,
    Or when selecting the “fighter” have a certain criteria for that and the second fighter that might not be well suited for the tank role still be allowed to join to fill the “any” slot.

    With Ry’gorr gear now becoming redily available this will only compound this issue. AAs matter too not just crit mit when it comes to healing or using your special abilities to survive the zones. And this is going to hurt people who want/need the extra exp not the people who already have max AAs.

  14. I’m concerned about the DF not allowing for proper group makeup. At least have a requirement of Enchanter, Bard, Healer, Tank, and DPS x2. This seems more reliable, specifically for lvl 90 zones. We all know that Dirge+Coercer = melee dps, while Troub+Illy = castie dps (with a strong need for a tank who can hold agro w/o a dirge/coercer). It might be limiting, but its the way the classes have been built. Why not put that into the dungeon finder equation?

  15. not sure how Smokejumper means by the term random, but if you are assigned to groups that are partially full of players then you are less likely to be grouped for ‘unpopular’ dungeons.

    While this might be a good thing it sure isnt random.

  16. Leeb: I think the idea is that if you’re not prepared for a zone, don’t queue for it. Unfortunately, then you don’t get the 25% bonus. What’s silly is that the people who need the 25% are also going to be the people who really SHOULDN’T be queuing for 100% random DF. It’s just a dumb idea. Get rid of the 25%.

    Raenarys: While I agree in theory, one of the points of DF is to get away from the mentality that you need a perfect group for every zone. You simply don’t. That said, it’s ridiculous that a brawler is considered equivalent to any other tank. Of the 4 or 5 times I’ve used DF, 3 of them ended up with a brawler tank who didn’t want to tank. Rather than selecting specific classes, further refinement to selecting a “role” needs to be made.

  17. I think there should be a group option to allow for non-standard groups. The leader should be able to take an optional player for any slot. There are some mages that simply do not need a super tank, and some healers who can keep ANY player up. We once grouped with an SK who did not NEED any of us … he blew through the zone fggaster than we could target his mobs.

    I think a setting that allows the group leader to set a min on Crit Mit, AAs and or HP would be good. There could be a button that allows a group leader to accept the defaults or tweak them. Of course tweaking them will make the DF take longer to find the matches.

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