curtisnewton wrote: »
If you wanted a single player game, eso was never the game for you. ever. They cater to everyone, and you are not the crowd they are catering to when it comes to dungeons. And yes, demon dogs should be able to kill you quickly.
Tbh the game being mmo shouldn't affect the content available. Especially since the game has such a big casual community from TeS games. Now i agree that skill points should not be given on story mode (even though they are tied to the quest, so if it is implemented they will probably put it in anyway) because it will lower the initiative to go multiplayer for dungeon skill points (i would totally take all my tank toons for quick rushed story mode for skill points ez, and thats already a huge reason against it)
shifting to spending dev time on a story mode would take away somewhere else.
Do you think it is really a lot more than sth. Like:
If player count = 1
Then mobstrength factor = 0.2
?
Story mode sounds so big, but in fact.. Just being easier with weaker enemies would be already ok. As there is already a deep scaling mechanic in place I doubt much dev time was lost.
And gaining a 60% more happy player base (according to the polls) should be worth it anyway. And how can sth. Optional offend anyone is beyond me.
Same could be said about an instance for vet mode overland.
So you'd be cool with a vet overworld with no rewards? Because almost everyone who wants a vet overworld wants additional rewards while almost no one is asking for any type of reward for story mode dungeons, including that funky skill point you keep holding on to lol.
Anyone who has seen your posts knows the real reason why you are opposed to a story mode dungeon and in both instances you are in the minority. As you so nicely told another, if a challenging overworld is what you desire, ESO is not the game for you. It's a storybased MMO first and foremost.
Let that sink in.
Contaminate wrote: »curtisnewton wrote: »
If you wanted a single player game, eso was never the game for you. ever. They cater to everyone, and you are not the crowd they are catering to when it comes to dungeons. And yes, demon dogs should be able to kill you quickly.
Tbh the game being mmo shouldn't affect the content available. Especially since the game has such a big casual community from TeS games. Now i agree that skill points should not be given on story mode (even though they are tied to the quest, so if it is implemented they will probably put it in anyway) because it will lower the initiative to go multiplayer for dungeon skill points (i would totally take all my tank toons for quick rushed story mode for skill points ez, and thats already a huge reason against it)
shifting to spending dev time on a story mode would take away somewhere else.
Do you think it is really a lot more than sth. Like:
If player count = 1
Then mobstrength factor = 0.2
?
Story mode sounds so big, but in fact.. Just being easier with weaker enemies would be already ok. As there is already a deep scaling mechanic in place I doubt much dev time was lost.
And gaining a 60% more happy player base (according to the polls) should be worth it anyway. And how can sth. Optional offend anyone is beyond me.
Same could be said about an instance for vet mode overland.
So you'd be cool with a vet overworld with no rewards? Because almost everyone who wants a vet overworld wants additional rewards while almost no one is asking for any type of reward for story mode dungeons, including that funky skill point you keep holding on to lol.
Anyone who has seen your posts knows the real reason why you are opposed to a story mode dungeon and in both instances you are in the minority. As you so nicely told another, if a challenging overworld is what you desire, ESO is not the game for you. It's a storybased MMO first and foremost.
Let that sink in.
More difficult modes obviously should give more rewards. Same as vet dungeons give better rewards than normal dungeons.
And in the same vein, story mode with failsafes that prevent you from being unable able to win, should not have any rewards.
That is misconception. Some developers have made such a mistake in the past, they gave better rewards and more character experience on higher difficulty levels. The results were actually not surprising: higher difficulty modes we exploited so much that became easier as better rewards were outweighing higher difficulty.Contaminate wrote: »More difficult modes obviously should give more rewards.
That is misconception. Some developers have made such a mistake in the past, they gave better rewards and more character experience on higher difficulty levels. The results were actually not surprising: higher difficulty modes we exploited so much that became easier as better rewards were outweighing higher difficulty.Contaminate wrote: »More difficult modes obviously should give more rewards.
The opposite is actually true: players who are good enough to beat higher difficulties do not need better rewards that would widen the gap even more. They need handicaps.
Normal dungeons are already very easy, I don't believe that cater to the lowest denominator. I don't believe all content should be accessible to the people that don't want to put in the effort to actually prepare for the content, already I think normal trials were a huge mistake, same goes for normal version of vet dungeons.
No content is that hard in this game that it's impossible to complete for a semi-casual player, from a story point of view.
Except the large majority of people asking for Solo are not looking for faster/easier ways to grind loot & XP. In fact people have already proposed a system that explicitly prevents people from gaining the dungeon rewards and would treat it like any overland quest.
Nor is this something only the lowest common denominator wants - as it has been requested by many veterans of the game that regularly do group content.
Most people that are requesting this feature want it so then they can take their time to explore the story & lore in the dungeon without being rushed by a group.
It's not controversial nor is it a big deal.
It is a reasonable request especially now that ZOS is now making the Dungeons even more connected to the main story of the Season.
you can solo any normal dungeon in the game using legendary gear and a single skill, so that is not argument for a story mode dungeon, plus it's an MMO it's supposed to be played with other people that is the entire point of online games.
Dusk_Coven wrote: »you can solo any normal dungeon in the game using legendary gear and a single skill, so that is not argument for a story mode dungeon, plus it's an MMO it's supposed to be played with other people that is the entire point of online games.
Wayrest 2.
Fungal Grotto 2.
And others.
Do you even do dungeons?
you can solo these dungeons relatively easily on normal if you want to take your time and explore it,
unless you are god's gift to dps (which with a single skill? you are NOT), you literally cannot, because there are mechanics in those dungeons that are either going to basically one shot you
for example getting chained in FG2 - in a group, where presumable boss is on tank, even if no one breaks you out, at least damage from unbroken chains is the only thing you are taking, so its survivable - when you are solo, between damage from the boss and chains? you are dead. something very similar happens in Wayrest 2.
and then there are ye olde favorites of "must step on two pressure plates on the opposite sides of the room at the same time" mechanics. I.. think... you can cheese them in direfrost? not sure about imperial prison.
and then... there are DLC dungeons other then IC. those on normal, are harder then early vanilla dungeons on vet. NOT an exaggeration.
you need a very specific set up in terms of gear and skills, heck - you more or less need to be a specific class to pull it off, and generally people who can DO that? are in a minority of players, much like people who are clearing VMA - are in a minority.
last but not least. sigh... the poin of online game is to give you an OPTION to play with other people. to give you a world with other people in it to play. NOT to force you into grouping.
I don't think all content should be accessible without a group
and i don't think stories, let alone parts of ongoing story that is otherwise solo - should be hidden behind group content. at least our compromise suggestions mean that everyone gets to play the way they want. you are just stubbornly stomping your foot, going NA AAh, I don't want you to have fun because it doesn't match my personal idea of fun.
it's not that I don't think you should have fun, it's that content should get progressively harder, and by catering to the lowest denominator, you stagnate end game content, some parts of the story should be locked behind harder content, that's what is supposed to give you insentive to invest into your character and the game. ESO's content is already far too accessible for players, a feature like this is not needed, instead the devs should focus on features that help introduce new players to the different content.
Lois McMaster Bujold "A Civil Campaign"Reputation is what other people know about you. Honor is what you know about yourself. Guard your honor. Let your reputation fall where it will. And outlive the ***
Dusk_Coven wrote: »you can solo any normal dungeon in the game using legendary gear and a single skill, so that is not argument for a story mode dungeon, plus it's an MMO it's supposed to be played with other people that is the entire point of online games.
Wayrest 2.
Fungal Grotto 2.
And others.
Do you even do dungeons?
you can solo these dungeons relatively easily on normal if you want to take your time and explore it,
unless you are god's gift to dps (which with a single skill? you are NOT), you literally cannot, because there are mechanics in those dungeons that are either going to basically one shot you
for example getting chained in FG2 - in a group, where presumable boss is on tank, even if no one breaks you out, at least damage from unbroken chains is the only thing you are taking, so its survivable - when you are solo, between damage from the boss and chains? you are dead. something very similar happens in Wayrest 2.
and then there are ye olde favorites of "must step on two pressure plates on the opposite sides of the room at the same time" mechanics. I.. think... you can cheese them in direfrost? not sure about imperial prison.
and then... there are DLC dungeons other then IC. those on normal, are harder then early vanilla dungeons on vet. NOT an exaggeration.
you need a very specific set up in terms of gear and skills, heck - you more or less need to be a specific class to pull it off, and generally people who can DO that? are in a minority of players, much like people who are clearing VMA - are in a minority.
last but not least. sigh... the poin of online game is to give you an OPTION to play with other people. to give you a world with other people in it to play. NOT to force you into grouping.
I don't think all content should be accessible without a group
and i don't think stories, let alone parts of ongoing story that is otherwise solo - should be hidden behind group content. at least our compromise suggestions mean that everyone gets to play the way they want. you are just stubbornly stomping your foot, going NA AAh, I don't want you to have fun because it doesn't match my personal idea of fun.
it's not that I don't think you should have fun, it's that content should get progressively harder, and by catering to the lowest denominator, you stagnate end game content, some parts of the story should be locked behind harder content, that's what is supposed to give you insentive to invest into your character and the game. ESO's content is already far too accessible for players, a feature like this is not needed, instead the devs should focus on features that help introduce new players to the different content.
you are STILL not understanding the argument being made here.
its.
NOT.
ABOUT. DIFFICULTY IN A GROUP.
its about NOT being able to EXPERIENCE STORY IN A GROUP.
Dusk_Coven wrote: »you can solo any normal dungeon in the game using legendary gear and a single skill, so that is not argument for a story mode dungeon, plus it's an MMO it's supposed to be played with other people that is the entire point of online games.
Wayrest 2.
Fungal Grotto 2.
And others.
Do you even do dungeons?
you can solo these dungeons relatively easily on normal if you want to take your time and explore it,
unless you are god's gift to dps (which with a single skill? you are NOT), you literally cannot, because there are mechanics in those dungeons that are either going to basically one shot you
for example getting chained in FG2 - in a group, where presumable boss is on tank, even if no one breaks you out, at least damage from unbroken chains is the only thing you are taking, so its survivable - when you are solo, between damage from the boss and chains? you are dead. something very similar happens in Wayrest 2.
and then there are ye olde favorites of "must step on two pressure plates on the opposite sides of the room at the same time" mechanics. I.. think... you can cheese them in direfrost? not sure about imperial prison.
and then... there are DLC dungeons other then IC. those on normal, are harder then early vanilla dungeons on vet. NOT an exaggeration.
you need a very specific set up in terms of gear and skills, heck - you more or less need to be a specific class to pull it off, and generally people who can DO that? are in a minority of players, much like people who are clearing VMA - are in a minority.
last but not least. sigh... the poin of online game is to give you an OPTION to play with other people. to give you a world with other people in it to play. NOT to force you into grouping.
I don't think all content should be accessible without a group
and i don't think stories, let alone parts of ongoing story that is otherwise solo - should be hidden behind group content. at least our compromise suggestions mean that everyone gets to play the way they want. you are just stubbornly stomping your foot, going NA AAh, I don't want you to have fun because it doesn't match my personal idea of fun.
it's not that I don't think you should have fun, it's that content should get progressively harder, and by catering to the lowest denominator, you stagnate end game content, some parts of the story should be locked behind harder content, that's what is supposed to give you insentive to invest into your character and the game. ESO's content is already far too accessible for players, a feature like this is not needed, instead the devs should focus on features that help introduce new players to the different content.
you are STILL not understanding the argument being made here.
its.
NOT.
ABOUT. DIFFICULTY IN A GROUP.
its about NOT being able to EXPERIENCE STORY IN A GROUP.
What stops you from grouping up with like minded people?
Lois McMaster Bujold "A Civil Campaign"Reputation is what other people know about you. Honor is what you know about yourself. Guard your honor. Let your reputation fall where it will. And outlive the ***
Dusk_Coven wrote: »
curtisnewton wrote: »
If you wanted a single player game, eso was never the game for you. ever. They cater to everyone, and you are not the crowd they are catering to when it comes to dungeons. And yes, demon dogs should be able to kill you quickly.
Tbh the game being mmo shouldn't affect the content available. Especially since the game has such a big casual community from TeS games. Now i agree that skill points should not be given on story mode (even though they are tied to the quest, so if it is implemented they will probably put it in anyway) because it will lower the initiative to go multiplayer for dungeon skill points (i would totally take all my tank toons for quick rushed story mode for skill points ez, and thats already a huge reason against it)
shifting to spending dev time on a story mode would take away somewhere else.
Do you think it is really a lot more than sth. Like:
If player count = 1
Then mobstrength factor = 0.2
?
Story mode sounds so big, but in fact.. Just being easier with weaker enemies would be already ok. As there is already a deep scaling mechanic in place I doubt much dev time was lost.
And gaining a 60% more happy player base (according to the polls) should be worth it anyway. And how can sth. Optional offend anyone is beyond me.
Same could be said about an instance for vet mode overland.
So you'd be cool with a vet overworld with no rewards? Because almost everyone who wants a vet overworld wants additional rewards while almost no one is asking for any type of reward for story mode dungeons, including that funky skill point you keep holding on to lol.
Anyone who has seen your posts knows the real reason why you are opposed to a story mode dungeon and in both instances you are in the minority. As you so nicely told another, if a challenging overworld is what you desire, ESO is not the game for you. It's a storybased MMO first and foremost.
Let that sink in.
Dusk_Coven wrote: »you can solo any normal dungeon in the game using legendary gear and a single skill, so that is not argument for a story mode dungeon, plus it's an MMO it's supposed to be played with other people that is the entire point of online games.
Wayrest 2.
Fungal Grotto 2.
And others.
Do you even do dungeons?
you can solo these dungeons relatively easily on normal if you want to take your time and explore it,
unless you are god's gift to dps (which with a single skill? you are NOT), you literally cannot, because there are mechanics in those dungeons that are either going to basically one shot you
for example getting chained in FG2 - in a group, where presumable boss is on tank, even if no one breaks you out, at least damage from unbroken chains is the only thing you are taking, so its survivable - when you are solo, between damage from the boss and chains? you are dead. something very similar happens in Wayrest 2.
and then there are ye olde favorites of "must step on two pressure plates on the opposite sides of the room at the same time" mechanics. I.. think... you can cheese them in direfrost? not sure about imperial prison.
and then... there are DLC dungeons other then IC. those on normal, are harder then early vanilla dungeons on vet. NOT an exaggeration.
you need a very specific set up in terms of gear and skills, heck - you more or less need to be a specific class to pull it off, and generally people who can DO that? are in a minority of players, much like people who are clearing VMA - are in a minority.
last but not least. sigh... the poin of online game is to give you an OPTION to play with other people. to give you a world with other people in it to play. NOT to force you into grouping.
I don't think all content should be accessible without a group
and i don't think stories, let alone parts of ongoing story that is otherwise solo - should be hidden behind group content. at least our compromise suggestions mean that everyone gets to play the way they want. you are just stubbornly stomping your foot, going NA AAh, I don't want you to have fun because it doesn't match my personal idea of fun.
it's not that I don't think you should have fun, it's that content should get progressively harder, and by catering to the lowest denominator, you stagnate end game content, some parts of the story should be locked behind harder content, that's what is supposed to give you insentive to invest into your character and the game. ESO's content is already far too accessible for players, a feature like this is not needed, instead the devs should focus on features that help introduce new players to the different content.
Dusk_Coven wrote: »you can solo any normal dungeon in the game using legendary gear and a single skill, so that is not argument for a story mode dungeon, plus it's an MMO it's supposed to be played with other people that is the entire point of online games.
Wayrest 2.
Fungal Grotto 2.
And others.
Do you even do dungeons?
you can solo these dungeons relatively easily on normal if you want to take your time and explore it,
unless you are god's gift to dps (which with a single skill? you are NOT), you literally cannot, because there are mechanics in those dungeons that are either going to basically one shot you
for example getting chained in FG2 - in a group, where presumable boss is on tank, even if no one breaks you out, at least damage from unbroken chains is the only thing you are taking, so its survivable - when you are solo, between damage from the boss and chains? you are dead. something very similar happens in Wayrest 2.
and then there are ye olde favorites of "must step on two pressure plates on the opposite sides of the room at the same time" mechanics. I.. think... you can cheese them in direfrost? not sure about imperial prison.
and then... there are DLC dungeons other then IC. those on normal, are harder then early vanilla dungeons on vet. NOT an exaggeration.
you need a very specific set up in terms of gear and skills, heck - you more or less need to be a specific class to pull it off, and generally people who can DO that? are in a minority of players, much like people who are clearing VMA - are in a minority.
last but not least. sigh... the poin of online game is to give you an OPTION to play with other people. to give you a world with other people in it to play. NOT to force you into grouping.
I don't think all content should be accessible without a group
and i don't think stories, let alone parts of ongoing story that is otherwise solo - should be hidden behind group content. at least our compromise suggestions mean that everyone gets to play the way they want. you are just stubbornly stomping your foot, going NA AAh, I don't want you to have fun because it doesn't match my personal idea of fun.
it's not that I don't think you should have fun, it's that content should get progressively harder, and by catering to the lowest denominator, you stagnate end game content, some parts of the story should be locked behind harder content, that's what is supposed to give you insentive to invest into your character and the game. ESO's content is already far too accessible for players, a feature like this is not needed, instead the devs should focus on features that help introduce new players to the different content.
you are STILL not understanding the argument being made here.
its.
NOT.
ABOUT. DIFFICULTY IN A GROUP.
its about NOT being able to EXPERIENCE STORY IN A GROUP.
Story mode dungeons are bad simply because you can hardly experience the story. Everyone's always in a rush, i can't find time to read the dialoges
Story mode dungeons are bad simply because you can hardly experience the story. Everyone's always in a rush, i can't find time to read the dialoges
Dusk_Coven wrote: »you can solo any normal dungeon in the game using legendary gear and a single skill, so that is not argument for a story mode dungeon, plus it's an MMO it's supposed to be played with other people that is the entire point of online games.
Wayrest 2.
Fungal Grotto 2.
And others.
Do you even do dungeons?
you can solo these dungeons relatively easily on normal if you want to take your time and explore it,
unless you are god's gift to dps (which with a single skill? you are NOT), you literally cannot, because there are mechanics in those dungeons that are either going to basically one shot you
for example getting chained in FG2 - in a group, where presumable boss is on tank, even if no one breaks you out, at least damage from unbroken chains is the only thing you are taking, so its survivable - when you are solo, between damage from the boss and chains? you are dead. something very similar happens in Wayrest 2.
and then there are ye olde favorites of "must step on two pressure plates on the opposite sides of the room at the same time" mechanics. I.. think... you can cheese them in direfrost? not sure about imperial prison.
and then... there are DLC dungeons other then IC. those on normal, are harder then early vanilla dungeons on vet. NOT an exaggeration.
you need a very specific set up in terms of gear and skills, heck - you more or less need to be a specific class to pull it off, and generally people who can DO that? are in a minority of players, much like people who are clearing VMA - are in a minority.
last but not least. sigh... the poin of online game is to give you an OPTION to play with other people. to give you a world with other people in it to play. NOT to force you into grouping.
I don't think all content should be accessible without a group
and i don't think stories, let alone parts of ongoing story that is otherwise solo - should be hidden behind group content. at least our compromise suggestions mean that everyone gets to play the way they want. you are just stubbornly stomping your foot, going NA AAh, I don't want you to have fun because it doesn't match my personal idea of fun.
it's not that I don't think you should have fun, it's that content should get progressively harder, and by catering to the lowest denominator, you stagnate end game content, some parts of the story should be locked behind harder content, that's what is supposed to give you insentive to invest into your character and the game. ESO's content is already far too accessible for players, a feature like this is not needed, instead the devs should focus on features that help introduce new players to the different content.
curtisnewton wrote: »
If you wanted a single player game, eso was never the game for you. ever. They cater to everyone, and you are not the crowd they are catering to when it comes to dungeons. And yes, demon dogs should be able to kill you quickly.
Tbh the game being mmo shouldn't affect the content available. Especially since the game has such a big casual community from TeS games. Now i agree that skill points should not be given on story mode (even though they are tied to the quest, so if it is implemented they will probably put it in anyway) because it will lower the initiative to go multiplayer for dungeon skill points (i would totally take all my tank toons for quick rushed story mode for skill points ez, and thats already a huge reason against it)
shifting to spending dev time on a story mode would take away somewhere else.
Do you think it is really a lot more than sth. Like:
If player count = 1
Then mobstrength factor = 0.2
?
Story mode sounds so big, but in fact.. Just being easier with weaker enemies would be already ok. As there is already a deep scaling mechanic in place I doubt much dev time was lost.
And gaining a 60% more happy player base (according to the polls) should be worth it anyway. And how can sth. Optional offend anyone is beyond me.
Same could be said about an instance for vet mode overland.
So you'd be cool with a vet overworld with no rewards? Because almost everyone who wants a vet overworld wants additional rewards while almost no one is asking for any type of reward for story mode dungeons, including that funky skill point you keep holding on to lol.
Anyone who has seen your posts knows the real reason why you are opposed to a story mode dungeon and in both instances you are in the minority. As you so nicely told another, if a challenging overworld is what you desire, ESO is not the game for you. It's a storybased MMO first and foremost.
Let that sink in.
No, if you put more effort in you get more rewards, as is the case in vet dungeons. More effort - more reward, less effort - less reward.
Dusk_Coven wrote: »you can solo any normal dungeon in the game using legendary gear and a single skill, so that is not argument for a story mode dungeon, plus it's an MMO it's supposed to be played with other people that is the entire point of online games.
Wayrest 2.
Fungal Grotto 2.
And others.
Do you even do dungeons?
you can solo these dungeons relatively easily on normal if you want to take your time and explore it,
witchdoctor wrote: »It might not have been in this thread, and whilst I am positive I recall the poster's username, I won't tag them.
A comment was made that one of the 'problems' with the quest structure was the need to 'coordinate the clicking' as you proceed through quest dialogue.
I'd appreciate someone giving a real world example of how the formatting and delivery of the quest in a dungeon prohibited them from completing the quest.
- Not due to player behaviour
- Not hyperbolic, 'Devil's Advocate,' or it happened to my guildie's cousin
An actual example; e.g., Selene's. Which, as I recall, does not have that issue as I have continued reading quest dialogue long after my party mates accepted and went off to engage in pleasant negotiations with the native Bosmers.
Lois McMaster Bujold "A Civil Campaign"Reputation is what other people know about you. Honor is what you know about yourself. Guard your honor. Let your reputation fall where it will. And outlive the ***
Dusk_Coven wrote: »
Ok, you can have one dungeon. If you wanna use that comparison.
So you'd be cool with a vet overworld with no rewards? Because almost everyone who wants a vet overworld wants additional rewards while almost no one is asking for any type of reward for story mode dungeons, including that funky skill point you keep holding on to lol.
…
Nope, thereby leaving you what you really want, access to easy rewards because the content is no longer challenging.
witchdoctor wrote: »It might not have been in this thread, and whilst I am positive I recall the poster's username, I won't tag them.
A comment was made that one of the 'problems' with the quest structure was the need to 'coordinate the clicking' as you proceed through quest dialogue.
I'd appreciate someone giving a real world example of how the formatting and delivery of the quest in a dungeon prohibited them from completing the quest.
- Not due to player behaviour
- Not hyperbolic, 'Devil's Advocate,' or it happened to my guildie's cousin
An actual example; e.g., Selene's. Which, as I recall, does not have that issue as I have continued reading quest dialogue long after my party mates accepted and went off to engage in pleasant negotiations with the native Bosmers.
you are mixing up progressing the quest and ENJOYING the quest. progressing the quest for skill points requires minimal to no interaction, as long as at least one person progresses it - you are probably going to have it register.
however- ENJOYING the quest kinda comes with wanting to enjoy ALL of the dialogue. which... you cannot.
this is not unique to dungeons, BTW - more then once I would approach my quest target area only to realize that someone has already started the event so I had a choice to make - join in or walk away and restart after they are done, so that I get to see all of the event and listen to ALL of the dialogue.
but its a little easier to walk away when someone progresses out in a world quest before you, so you walk in on the middle - and redoing it. walking away from the dungeon, requires trying to find a group... again.
the very same dungeon you mention. Selene. first person to zone in - starts in game discussion between NPC's that culminates in them acknowledging your presence and making the quest available for pick up. if you are not the first person to zone in - you miss out parts or all of that discussion. it may seem like a small thing, but it adds up. there are a lot of these scenes in Selene's actualy, that trigger the moment first person approaches the trigger spot - from the earliest failed negotiation, to portaling in dying mage, etc. you lag behind? you miss those. and while you said "not due to player behavior" player behavior is exactly the problem. other players.
sometimes, you still have an option to talk to npc's. and sometimes - they run off. sometimes they do not, but you get much more limited dialogue ou of them, something in a vein of - we gotta get moving etc etc.
witchdoctor wrote: »Perhaps the easiest solution is to replace the trigger that causes the quest to auto-advance with a prompt that asks, 'Join quest in progress? Yes or No.'
Dusk_Coven wrote: »In ESO I suspect what would also happen is you get kicked.