Quote Originally Posted by Seera1024 View Post
The problem is designs like that cause problems down the line.

You get the veteran who has done the puzzle/multi-path dungeon thousands of times and doesn't want to spend time exploring or solving puzzles.

You get the player who has done it a few times so the new hasn't quite worn off yet.

You get the player who is new to the dungeon and wants to explore and take their time with the puzzles.


The player in the middle will be just fine with either of the other players. But you get that veteran and that new player in the same group and then there's an issue.

That's why dungeons have shifted to just be long hallways without puzzles. Because it reduces the points of conflict within party groups.
THIS.
I've said this in many threads multiple times. When you get matched with people who want different things (one is just after the tomestone, and the other is the new guy who wants to explore every nook and cranny), problems arise, especially if they're outspoken, or worse, just leave the new player on his/her own. The others know which way is the progress, so they follow the "impatient" guy. So the new guy follows, not knowing what's on the other parts of the dungeons.

When the trust system is introduced for an earlier dungeon, I'm actually quite sad to hear it. Because this is actually the reason, not because "DPS takes forever to queue". That's one reason, but not enough to justify them creating an AI revolving around the dungeons. Trust on SHB and EW is funny because they have the dialogues, but when you have "Spirited Marauder" as your friend, I'd assume things aren't going to be as interesting