note to self: never run a PUG ever again
So you blame ArenaNet for the actions of a few bad apples? This doesn’t make a whole lot sense to me.
But whatever floats your boat. I’ve had great experiences with PUGs and have made some friends that way.
no, i blame them for their nonsensical system, where the party leader dropping the instance kills the instance for everyone. you’re literally kicked from the dungeon and have to start over if it happens.
the should be a system to punish people that drop from dungeons, because with most PUGs, people just aren’t motivated enough to stick, since they don’t know anyone there, and they’ll drop the group like they would drop one of those silly giant dynamic events that take half an hour for 1 silver.
the system, as it is, discourages playing with randoms, and the fact that it’s so kitten hard to get a group going due to the lack of a LFG tool (a tool, mind you, that GW1 had), that it’s just easier, and more reliable, to stick with a group of friends for all runs, and just not do them if said friends don’t want to.
I’ve never really had a bad experience with PUGs. Whenever my groups wipe, it’s usually that no one ever talks or takes “lead” of the group or makes use of the target-calling feature. IMO, as long as one person knows how to run the dungeon well, you can run with a PUG provided that the others are competent with the class that they’re playing. It might take a death or two on everyone’s part, but you’ll make it easier in the future on not only yourself, but for the future parties running the dungeons.
I agree. When we were trying to pull knights one at a time in TA forward-forward someone quit on us, couldn’t really blame him since it was a really tough quest. This was a guardian by the way. Then I managed to complete it with another group, no exploiting, just ran past some trash if we could and managed to get the knights one at a time. If scorpion wire just got rid of its redbar then you’re at the right distance.
While I’ve had a number of bad PUG experiences, the number of good PUGs far outnumber those. Earlier today I was doing CM in a PUG when a cool warrior guy patiently explained tactics, and helped out people in the group.
If you want a PUG to succeed you need one person to lead and to communicate, and the rest needs to follow and listen.
While I’ve had a number of bad PUG experiences, the number of good PUGs far outnumber those. Earlier today I was doing CM in a PUG when a cool warrior guy patiently explained tactics, and helped out people in the group.
If you want a PUG to succeed you need one person to lead and to communicate, and the rest needs to follow and listen.
yeah, but what happens when the leader wants to run through content and try to exploit a boss, the rest of the group agrees, and after the group (inevitably) fails, the leader just quits?
the key issues here are 1- that once someone quits, the group falls apart because it’s so hard to get someone else (especially for specific paths) that, added with the frustration of failure and the non-attachment to other players, everyone just quits one by one, and 2- that the fate of the entire group relies on a single person simply because that person is the one that got inside first. if that person decides to quit, you don’t even have the option of finding someone else mid-instance.
since launch all i’ve been doing is pug mode and had absolutely no problems. people crying about pug this n that just suck at this game and have to find some1 to blame… You’re not happy to skip useless mobs that NEVER reward you for anything? Prefer to spend 2h per dungeon instead of 30 minutes? Great logic and hope you don’t waste any1 else’s time but your guildies.
since launch all i’ve been doing is pug mode and had absolutely no problems. people crying about pug this n that just suck at this game and have to find some1 to blame… You’re not happy to skip useless mobs that NEVER reward you for anything? Prefer to spend 2h per dungeon instead of 30 minutes? Great logic and hope you don’t waste any1 else’s time but your guildies.
spend 20 minutes to kill trash mobs and finish the dungeon, or spend an hour trying to skip them and never actually finish the dungeon?
amazing logic you have there.
and i hardly have reason to blame myself when i wasn’t the one who ragequit after getting half the party stuck in an invisible wall and the other half dead by “skippable” mobs that gave chase to us until the boss room (another member of the party even pointed out that that specific part wasn’t easy to skip).
I haven’t done a full Pug in forever, never want to go through that again…
https://www.youtube.com/user/strife025
People shouldn’t even try skipping mobs with other people they don’t know. How can anyone even be sure that a team of strangers can reliably avoid the consequences of wiping and possibly not even completing the dungeon?
BrunoBRS has a valid point that some PuGs are just irresponsible with their choices, but poor decisions are a risk when you group up with strangers. I’ve pugged in other MMOs where people leaving the dungeon either slowed us down a lot or forced us to give up the run. PuGs come from so many different backgrounds, so you don’t always know what to expect. Not all of them understand basic dungeon ettiquette (i.e. politely thanking the team when done, not abruptly leaving the run with no warning, etc.). Some runs will be good, and some will be bad. The fact of the matter is you take a risk by picking up strangers.
If your goal is efficient runs, it would most likely be better to join/develop a dedicated dungeon team/guild. At least, when you run frequently together, you know what to expect, you’ll probably take time to improve working with your team, and you’ll probably take less time forming groups.
Also, if people don’t like being kicked by a leader leaving the instance (since this topic has been brought up by many), why aren’t those people making the group? It’s the most reliable way that you won’t be kicked by someone else’s poor decision. If you have a preference for how the dungeon should be run, you should be leader.
Don’t let yourself be a victim “party poopers” and take control. Enforce proper dungeon ettiquette and lead by example.
I’ve dungeon pugged once in GW2. It was Arah story. The run went fine, except the two guardians kept getting downed. Still, no one raged, no one quit. We finished, good experience by and large. There are random people out there who are good players, and good people. The problem with pugs is, you never know if you are getting in a group with them or with the other kinds of folk.
As far as dungeon mechanics changes go, if the instance generator leaves, the instance should become the “property” of someone else in the group. This might be kittened up in an explorable, however, because the instance generator has to have done story mode, but none of the rest of the group needs to have done so.
Leader leaving kicking everyone is an issue which they have acknowledged. Until they fix that I just try to be that leader because I will finish the dungeon. I have had whole party rage-quit. Then I simply just got fresh blood and finished it in 10 mins.
(edited by Wethospu.6437)
Yeah, I really don’t understand why a dungeon instance is tied to a player and not the party as a whole.
It causes so many problems including players getting split into different instances, if a specific player is in a weird “state” or was already in a dungeon.
Why not have a dungeon or party specific instance that is created when the first player enters it and is destroyed, let’s say 10 minutes after all the players have been out of that particular dungeon instance?
The above mentioned problems and the lack of some kind of a party finding tool is why I still don’t do explorable dungeon runs. Just don’t see the point.
(edited by Tron.2189)