I haven't gotten to watch those cutscenes at all so I'm defo going to be one of those people jumping in MSQ roulette to check them out. Finding out whether did they buff the exp bonus along the way too.
I haven't gotten to watch those cutscenes at all so I'm defo going to be one of those people jumping in MSQ roulette to check them out. Finding out whether did they buff the exp bonus along the way too.
That's some quality self-absorption, there.
What this change means is that there will be extraordinary wait times for those needing to complete them. It also means that older players will know exactly what they're getting in to when they queue, and are doing it anyway, meaning a new player is more inclined to get someone who is patient and actually willing to help. And yeah, it sucks for the (maybe?) five people playing the game who actually queue for MSQ roulette on a regular basis, but if you're like me and you run either maybe every year and a half, it's not a quality of life breaker.
Sorry, not understanding why this isn't the right thing to do. Why should any decision maker let two climactic MSQ dungeons in ARR be broken by players who want to farm it for tomes they can gather elsewhere? You mean to say it's better for any new player to have a faster queue to a sh|tty ride than wait it out a bit alone or form a party for a better experience? Two years ago my partner queued two hours for Prae only to get left behind for watching cutscenes. That impression sticks. These dungeons are ARR's main highlights and the devs worked hard providing quality content to make a good impression. And you actually want no one to enjoy MSQ dungeons the way they're intended to be experienced so you can farm poetics. You're free to uninvite yourself from the MSQ roulette party.
Last edited by Jellybums; 01-30-2018 at 03:12 PM.
Literally no one is saying the way things are now is alright. Everyone knows those dungeons are broken and cannot be kept the way they are. We simply vehemently disagree with the way SE has chosen to go about it, there's a difference.
Badly designed content is not the fault of the players and no amount of effort invested into development can change how good or bad content actually is. And SE agrees it is badly designed because no other piece of group content in the game after a certain point has cutscenes in the middle of it, heck at some point they moved post-content cutscenes to after you click exit instead of right after the fight (Vault vs. Keeper of the Lake, for one). The problem is fixing this the right way would take too much time and effort they would rather spend on recording trials and Perform for some reason.devs worked hard providing quality content to make a good impression.
And that is what happened to a friend and me. We were so excited to do those dungeons from a story standpoint, everything got ruined because You can see it in the inn anyway and nearly lost all of the fights because of speedrunning. i am one of those who is going to join up in the roulette to experience the full story mode for the first time since the game launched, so... Yeah. The worst thing is, once in the inn you already lost what was happening in there and just don't understand half of the things.
It's not the best solution, but i guess no one is gonna admit they brought it up on themselves because of reasons.This "problem" really is self-inflicted, though. If people weren't demanding others skip cutscenes KNOWING these people are finishing the main story, or kicking them for watching them, that's a bed they made all by themselves.
I suspect after the patch, the MSQ is going to be stuffed with people, old and new, who actually WANT to see the cutscenes in context. And the people that don't, will have to accept what they have been told for many years now - if you don't want to watch the cutscenes (or wait while others do), don't queue for the duty.
I still think they should have made them solo instances. Hopefully the queues don't get too bad for people who need the runs.
This might not be a good fix but short of using the Squadron system to create a 'default' group of adventures for a new player to run the dungeons with, I don't see a fix that won't cost endgame content a couple of dungeons. They would have to do pretty substancial reworks to the dungeons, both story and structure wise, to fit the story in a way where it didn't involve mid dungeon cutscenes.
Except most people who are pointing out how flawed this 'fix' is have nothing more to gain from running that dungeon than a bit of poetics and experience. Implying they brought this choice upon themselves hints that it's a punishment for the speedrunners in your view and frankly it's anything but. They just won't run the instance anymore. It's one less daily in a swath of boring old content and more time to do other instances that can be seen as more productive. I find it odd that so many people crowing with praise for this choice seem to see it as a 'take that' to speedrunners or the average player population, when really most of us weren't happy with how things were to begin with. All this change does is ensure that there will be a lot /less/ people queuing for this instance this time around which is going to cause /ANOTHER/ set of problems.
Likewise I have to quirk a brow at people ignoring the fact that SE had several years to fix these instances and has been gone on public record disavowing their design and promising never to implement anything similar again. Yet instead of actually doing the smart thing and solo gating these instances they keep offering the solutions that take the least amount of time to implement, but always cause more problems in the long run. Back when I joined these instances weren't part of a roulette so I was forced to sit through fifty minutes or more of hell per dungeon queue before finally begging people to take me through me. Then to fix those terrible queue times they implemented the roulette, which caused more people to run it but only doubled down on the underlining issues inherent with the instances. Because let's face it if the developers honestly didn't intend those instances to be run fast then they failed in their basic design because that's precisely how it feels they were intended to be. Now we're getting the cutscenes made unskippable and we're right back to a point where the queues are likely going to be hell again. It's asinine that SE keeps taking time to make the cheapest fixes possible when they would solve this entire situation by making Prae and Castrum solo instances instead.
But no that 'takes time' and 'costs money', with the developers having 'better things to do'. If these problems with the instance are so wide spread as this fix is supposed to make me believe then SE /needs/ to actually bite the bullet and do what they should have done years ago. Actually overhaul those dungeons. Because while I empathize with those few who were harassed all SE's actions amount to is a used bandaid that's been given a fancy new varnish to hide all the dead skin cells and puss. It does /nothing/ to solve the problem and only makes me think they're throwing down said bandaid to shut a vocal minority up instead. What are they going to do when people start complaining about the queue times /again/? Add more incentives? It's not going to fix the issue at the rotting heart of these instances that is anything but player driven.
Last edited by Enla; 01-30-2018 at 04:09 PM.
I for one can't say it's badly designed without even experiencing it in its entirety ever. Same with most everyone, we don't have qualified opinions on them for sure. However, these dungeons don't sound like something I would do on the daily. But if it's a one time thing for everyone and they're essential to the story, they're worth a go. The queue times people are worried about, with a little creativity, they can be improved. Some folks already said their piece on how. At this point we can't all say it's a bad solution when all the host does is stop some guests from ruining the experience for other guests. And we are all guests here, are we not?
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