dannymcgr81b14_ESO wrote: »Agreed. This happened to me yesterday. I was sneaking around the house reading journals and letters and suddenly I was informed that I had killed the bad guy and completed the quest.
vasdrakken wrote: »I can't understand why there is not something to prevent people from ruining the story when they come up the npc in the story after you and simply page through the story to trigger the mob so they can kill it and go on, when it means you don't get to hear the rest of the story or get credit for the kill.
If you come to ESO for the story, actually no, it isn't minor. Are there problems that need attention first? Of course. But other player's actions truncating your gaming experience is still an important issue. Unfortunately it kinda goes with the MMO territory, doesn't it?
Mostly I've seen this when I'm in a PUG for a quest and someone is impatient or starts the dialog first.
We should be getting credit for every lore book in the dungeon even if we hadn't opened it before someone killed the boss. Can you read your collected lore books under the achievement tab?
eliasadriancombsub17_ESO wrote: »I think it'd be really hard, if not impossible, to keep the MMO aspect in PvE without this happening, though. And you almost wanna get mad at the people rushing, but it's not their fault, it's .
I am starting to feel my gameplay is being adversely affected on how the game deals with quests in regards to groups and those not in groups.
Groups:
My spouse and I play together, taking the same quests. If he clicks through the text faster than me for whatever reason, I get locked out of continuing the text to read as my quest is forced to advance to the next step. So not only do I miss out on content but also hints. This has happened multiple times.
Non Group players:
If a person not in our group is working on the same quest as I am, and they begin to run around and do the parts of the quest (in regards to things like destroying spider eggs to make the queen appear) my quest is forced to advance. This has happened numerous times when I am not ready for whatever reason, either resulting in my death or loss of learning/gameplay as I don't know what was done.
These two things are quite annoying and are starting to bother me. I like to read everything, explore, and try things. but if others around me are forcing me to do things, even inadvertently and unknowingly, it needs to be looked at.
Thanks for reading. Please give your opinions on it too, and if this is something that you'd like changed, please send in Feedback in game.
MasterSpatula wrote: »As someone who first and foremost plays for the story, I find this really irritating. Yeah, considering we have two gimped classes, countless bugged abilities, graphics not loading properly, etc., etc., it seems kind of benign. But it really does put a damper in the main reason I'm even here. I'll sometimes even just take the damage and risk death just to finish the conversation.eliasadriancombsub17_ESO wrote: »I think it'd be really hard, if not impossible, to keep the MMO aspect in PvE without this happening, though. And you almost wanna get mad at the people rushing, but it's not their fault, it's .
In SWTOR, I'm pretty sure you're immune to combat while in dialogue with an NPC. It can't be that hard to do.
Tannakaobi wrote: »In SWTOR almost everything is instanced to the player. You can have people come and help, other than the same class/story. For the group content they have a roll system in the story, meaning each player rolls for the right to speak.
MasterSpatula wrote: »I was talkiTannakaobi wrote: »In SWTOR almost everything is instanced to the player. You can have people come and help, other than the same class/story. For the group content they have a roll system in the story, meaning each player rolls for the right to speak.
Well, I was referring more to the open-world faction quests. If you're talking to some medical researcher outside the Taris hospital, some dude getting chased by a swarm of rakghouls who happens to run right through you isn't going to knock you out of dialogue.
But the instanced quests tend to work pretty well, yes.