View Full Version : Dungeon Finder Feature for this game
Gennyfer
04-28-2011, 05:25 PM
<p>In another game, there is a feature where no matter what server you are on, you can find groups for dungeons and it does work pretty well. The dungeons are somehow separate from servers or something (I don't know how that type of thing works), so all you do is click on the dungeon finder, list yourself as DPS, Support, Healer, or Tank, say what dungeons you are willing to do, and then the dungeon finder puts the group together - and the people who you end up grouped with can be from your server or another server, it doesn't matter. I think that would be a good feature for this game, too.</p>
<p>As good as it may sound, I don't think it would work very well in EQ2. Why? Because of the typical group make ups that leave out a lot of classes. Every tank is gonna want a dirge/coercer combo and won't care about having other mages. And a lot of healers will want to solo heal while other healers don't have the capability to do so. As good as it may sound, it's too much of a nightmare to pull off correctly.</p><p>Just my 2 cents.</p>
Kigneer
04-29-2011, 12:46 AM
<p>The good thing about the LFD system is that those certain classes aren't left out.</p><p>I'm all for the "bring the player, not the class", since it's such a bane in EQ2.</p>
Felshades
05-15-2011, 10:54 PM
<p><cite>HBP wrote:</cite></p><blockquote><p>As good as it may sound, I don't think it would work very well in EQ2. Why? Because of the typical group make ups that leave out a lot of classes. Every tank is gonna want a dirge/coercer combo and won't care about having other mages. And a lot of healers will want to solo heal while other healers don't have the capability to do so. As good as it may sound, it's too much of a nightmare to pull off correctly.</p><p>Just my 2 cents.</p></blockquote><p>It won't work in this game more that there are "community dungeons" more oft than instanced ones until you get to the higher level range.</p><p>That's the only thing that would keep it from working well imo.</p>
NrthnStar5
05-15-2011, 11:19 PM
<p>We need something to make grouping easier and more common, especially in the lower-mid tiers. Would love a Dungeon Finder type tool.</p>
Cocytus
05-16-2011, 12:32 AM
<p>I don't see it being implimented very well in this game. People tend to be fairly close minded and this would end up reinforcing it. In essence, it's a bad idea for all the same reasons gearscore was a bad idea.</p><p>The LFG tool as we has it works well, people just don't use it enough.</p>
Morrias
05-16-2011, 02:51 AM
<p><cite>Arcata@Lucan DLere wrote:</cite></p><blockquote><p><cite>HBP wrote:</cite></p><blockquote><p>As good as it may sound, I don't think it would work very well in EQ2. Why? Because of the typical group make ups that leave out a lot of classes. Every tank is gonna want a dirge/coercer combo and won't care about having other mages. And a lot of healers will want to solo heal while other healers don't have the capability to do so. As good as it may sound, it's too much of a nightmare to pull off correctly.</p><p>Just my 2 cents.</p></blockquote><p>It won't work in this game more that there are "community dungeons" more oft than instanced ones until you get to the higher level range.</p><p>That's the only thing that would keep it from working well imo.</p></blockquote><p>^^ this, I've posted those exact things in previous threads, thanks for saving me time! <img src="/smilies/283a16da79f3aa23fe1025c96295f04f.gif" border="0" alt="SMILEY" /></p><p>Also, we already have a system like that in place for Battlegrounds, SoE could have implemented a tool like this long ago, they chose not to for good reasons we'll probably never know.. (likely the same ones already expressed in this thread)</p>
Morrias
05-16-2011, 02:54 AM
<p><cite>NrthnStar5 wrote:</cite></p><blockquote><p>We need something to make grouping easier and more common, especially in the lower-mid tiers. Would love a Dungeon Finder type tool.</p></blockquote><p>The problem is lower-mid tiers are mostly contested content, it would never work for that.</p>
excalibur120
05-16-2011, 08:55 AM
<p><cite>Ukae@Oasis wrote:</cite></p><blockquote><p><cite>NrthnStar5 wrote:</cite></p><blockquote><p>We need something to make grouping easier and more common, especially in the lower-mid tiers. Would love a Dungeon Finder type tool.</p></blockquote><p>The problem is lower-mid tiers are mostly contested content, it would never work for that.</p></blockquote><p>Removing lockouts of lower tier zones (Level 70 and under, heroic content only) would allow content to be used more frequently. Seriously think about that. What would people be able to mass farm in those zones that is worth anything at the end game levels?</p><p>EDIT: I wanted to add that during our "break" I was playing Rift and I absolutely loved how their instance system was setup. Your first instance started at level 15 and by the time you were level 17 you would always have a choice of at least 2 instances all the way up to level 50 where a bulk of the instances were. I found being able to level via instance grinding for decent, level appropriate gear matched my preferred playstyle (I hate solo questing in MMO's). From 15-50 you could run an instance, finish it, zone out, and go right back in. It was fantastic.</p>
Buneary
05-18-2011, 07:33 AM
<p><cite>excalibur120 wrote:</cite></p><blockquote><p><cite>Ukae@Oasis wrote:</cite></p><blockquote><p><cite>NrthnStar5 wrote:</cite></p><blockquote><p>We need something to make grouping easier and more common, especially in the lower-mid tiers. Would love a Dungeon Finder type tool.</p></blockquote><p>The problem is lower-mid tiers are mostly contested content, it would never work for that.</p></blockquote><p>Removing lockouts of lower tier zones (Level 70 and under, heroic content only) would allow content to be used more frequently. Seriously think about that. What would people be able to mass farm in those zones that is worth anything at the end game levels?</p><p>EDIT: I wanted to add that during our "break" I was playing Rift and I absolutely loved how their instance system was setup. Your first instance started at level 15 and by the time you were level 17 you would always have a choice of at least 2 instances all the way up to level 50 where a bulk of the instances were. I found being able to level via instance grinding for decent, level appropriate gear matched my preferred playstyle (I hate solo questing in MMO's). From 15-50 you could run an instance, finish it, zone out, and go right back in. It was fantastic.</p></blockquote><p>this i agree with.in WoW, only heroic dungeons have lock-outs (every level 70+ dungeon has a "normal" and "heroic" version. under level 70, there is only "normal" versions), and the normal ones can be run any matter of times per day. it really doesnt make sense to have lock-outs in places like Nek Castle or Unrest or DFC. this is low level stuff we are talking about. most people do these places for questing/achievs and it can ruin a day/night of questing with friends when someone gets DC'd/crash or zoned out by falling through the floor/getting hit out the wall (shimmering citadel and DFC are notorious for this).</p><p>topic:</p><p>i really wish they would add a Dungeon Finder like WoW's. its the only way i can run dungeons in WoW, and it seems like it will be the only way i can run them in EQ2 now. hardly anyone in my guild plays anymore, they all left for other MMOs. i can never find a group using the chat channels and i hate having to use them anyway. this is the main reason why i quit playing EQ2 before.... now that i am trying the game again, i find i still cant get anything done besides solo questing or PQs (which are boring)... dont think i will be sticking around after my 45 days are up.</p>
feldon30
05-18-2011, 08:30 AM
<p><cite>Ukae@Oasis wrote:</cite></p><blockquote><p><cite>Arcata@Lucan DLere wrote:</cite></p><blockquote>It won't work in this game more that there are "community dungeons" more oft than instanced ones until you get to the higher level range.<p>That's the only thing that would keep it from working well imo.</p></blockquote><p>^^ this, I've posted those exact things in previous threads, thanks for saving me time! <img src="/eq2/images/smilies/283a16da79f3aa23fe1025c96295f04f.gif" border="0" /></p><p>Also, we already have a system like that in place for Battlegrounds, SoE could have implemented a tool like this long ago, they chose not to for good reasons we'll probably never know.. (likely the same ones already expressed in this thread)</p></blockquote><p>First to Arcata, obviously a dungeon finder system would only work for instances.</p><p>And Battlegrounds were possible because many things which are very difficult to implement in an environment with players from different servers mixed together were disabled:</p><ul><li>Trading</li><li>Broker</li><li>Banker</li><li>Call of the Veteran</li><li>Tradeskilling</li><li>World Chat</li></ul><p>Especially Trading could be abused as the economy of different servers is different. If you could buy items on one server, go to the Shared Dungeons, and then sell them to another player on another server, you are linking the economies of different servers. Imagine that every instance has to be completable without trading items.</p><p>The only reason we haven't got a Dungeon Finder system, namely a system allowing players who want to group in a zone to be COPIED to another server, run the dungeon, and then be COPIED back to their home server, is the technical complexity of doing so without creating massive exploit holes, or greatly increasing the chance of corrupted character records.</p>
Banditman
05-18-2011, 10:19 AM
<p>With any luck, EQNext will be a single shard game, and many of these problems will go away. Better yet, it should be a single shard game with local and global economies.</p><p>Personally I don't have a lot of faith in SOE's ability to deliver that, but we can always dream.</p>
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