It happens less now - my point is, if you put in an incentive for people to misbehave (when there is no current punishment for kicking anyone at any time, since Blizzard have specifically said there isn’t) then can you see it might be more of a problem if such a move were made?
I think its very likely. I try not to be paranoid but I recognise there are people out there who find fun in making life difficult for others. Not a huge number, but enough to be a concern. I doubt Blizzard would do it because policing it would be difficult to do.
In m+ even a kicked character will still gain loot and completion credit if the dungeon is finished without them. Would not work in a queue situation where everyone can be replaced at a click of a button.
And beside, normal/heroic dungeons give a lot more gear than m+ does, and that difference is bigger the more bosses is in a dungeon. How do you sort that out if everything is shipped at the end?
why are people crying about this still. once season 1 starts nobodys going to be doing this anymore as everyone will be in keys. this problem only exist cause people have nothing better to do than aim for s0 bis or not play. under 2 weeks and this wont be a problem. blizzard has better things to be doing than deal with this and if your gonna ask what BUGS! theres plenty of bugs for everyone to work on
It would be even funnier if they announce who got what every boss but still held it til the end. That way, losers still quit early, and now loot winners are trapped if they want the loot.
God somebody hand me a dev application. Im ready to work, boss
Why wouldn’t they just kick before the boss you want in the current system? Nothing is stopping them from doing that. It could be arranged in such a way that you’re still “tagged” to receive loot from the chest on boss kill, but won’t actually receive it unless you open the chest.
That way, there is no incentive to kick people at the end of the dungeon to steal all the loot, because any loot that was tagged for you wouldn’t be in the chest for them anyway.
Not in a queueable situation. That person can still be replaced in theory. Imagine back filling a group and realizing you’re already starting with less odds of winning anything. It only does that in m+ because you can’t replace a player that left.
Or, how about you get to pick the gear you want at the beginning of the dungeon. Its yours to keep. But the item level will be determined off of a rating. And an additional 5 i level based off of peer ratings at the end of the dungeon.
I think putting the loot at the end and everyone getting a piece would be nice for Normal, Heoric, and M0. Makes you want to stick through to the end and everyone feeling like they at least had a shot at something.
Might be annoying early on trying to target farm with a group, but I don’t think that out weighs the benefit in the slightest of everyone getting a piece at the end.
I doubt they’ll ever use that sort of deterministic system for dungeon loot, because that always implies there’s a finite goal and it cannot ever be faster. How long do you make it last, and what length would they find comfortable to burden the players?
You keep assuming that “raising objections to all your sweeping assertions” is the same thing as “we’re too dumb to understand you”.
We see the benefit just fine, we’re just not convinced it’s the simple silver bullet you keep claiming it is. And certainly it’s not going to be implemented in a week, after which these problems mostly just go away.
Maybe because it would be more fun to kick before the end boss and thus deprive you of everything you might have earned along the way. Since sometimes people aren’t there for a particular thing but just for anything that can help them.
I am confused. Isn’t that what this “collect from a chest at the end of the dungeon” is all about?
Your last para makes no sense. The incentive is to stop a person from getting anything. That would be why you did it. Any loot that was tagged for you would be in the chest. If you don’t get to the chest you lose it. That is the whole point.
An actual real incentive for people to complete the run is if you get a payout to finish the dungeon, like how a tank gets the bonus sachet with the stat buff item and 950 gold,… do this and everyone would stay.
Putting in restrictions and debuff / lockout penalties for dungeon finder is not warranted, wanted or welcomed. Blizzard isn’t our parents and we are not 5 year olds refusing to brush our teeth before bed.
I’m starting to think this should be the new norm… like 5-6 dungeons yesterday the tank left because they didn’t get the item they want and we ended up waiting for a solid 4-5 minutes for a tank. Annoying.
Either start punishing these leavers HARSHLY or put item looting at the end.
Remove vote kick. Remove the ability for one person to leave. It’s either unanimous vote to forfeit the dungeon or you’re stuck till you time out or complete. Say each dungeon receives estimated timer based on avg clear time plus a few for good measure. If ppl refuse to continue for whatever reason put a report player option in the game for that only. I don’t care if life happens. You commit to a rdf run you stick to it. Bosses don’t drop gear anymore they drop whatever currency points on the last boss and the amount awarded is based off how many boss kills you participated in through out the dungeon. Award a few extra points for running as a tank or healer to entice ppl to run those specs who can. Add a thumbs up option at the end of the run to thumbs up ppl for doing a good job and then make an achievement with a title or something for ppl to work towards that might make ppl think twice about being toxic.