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“Joining Encounter in Progress” should have a confirmation check

  • ESO_player123
    ESO_player123
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    Just give every dungeon boss a guaranteed one-shot heavy attack they always start the fight with so that if you run in before the tank has aggro you die every time.

    Big NO to this. It would make soling dungeons impossible which is fun for many players, myself included.
  • GloatingSwine
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    Just give every dungeon boss a guaranteed one-shot heavy attack they always start the fight with so that if you run in before the tank has aggro you die every time.

    Big NO to this. It would make soling dungeons impossible which is fun for many players, myself included.

    If you can't survive a big heavy from a boss your prospects as a dungeon solo are limited anyway.
  • AzuraFan
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    Just so I understand the mental gymnastics you are going through to condone speed running: You are claiming an event where the sole purpose is to run group dungeons is the "absolute worst time" to do the quick quest in that group dungeon?

    Not to condone speed running, but to say that there will be a lot of speed running while the event is running, and to expect otherwise is incredibly naive. As another poster said, it's like deciding to putter around and do quests in IC when Mayhem is running and not expecting to get killed over and over again. No mental gymnastics required. Just common sense.
    Edited by AzuraFan on 23 September 2025 14:07
  • zaria
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    frogthroat wrote: »
    aetherix8 wrote: »
    A typical speedrunner will click on dungeon finder > specific dungeon > scroll down > queue.
    Specific dungeon? In this scenario, what would be the speedrunner's motivation for running the dungeon?
    My guess would be farming for a weapon, typically an dlc dungeon by now.
    Or it can be to level cp using rnd.

    But it's lots of stupid players: Say endeavor is 5 storm atronachs, so you go to southern Reaper march, there it's lots of atronachs and they are passive if you done the quest.
    So you see one and burn it as fast as possible and you have 20 players running around doing this, instead of doing one attack, and lets others get their hit so they leave faster.

    I say speedrunners was worse before joining encounter in progress, but it was pretty fun to vote kick them then they was at last boss o:)
    Grinding just make you go in circles.
    Asking ZoS for nerfs is as stupid as asking for close air support from the death star.
  • joergino
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    The most annoying thing about "Joining encounter..." is getting dragged away when you're opening a chest. It doesn't give you the few seconds to complete the task you're currently busy with.

    On the plus side, you no longer miss a pledge because the speedrunner killed the last boss while you tried to catch up, but were slowed down by all the trash mobs that person left behind for you to fight through.

    But there should be a few seconds delay or at least a prompt that grants you five seconds or so before being dragged away.
  • ESO_player123
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    Just give every dungeon boss a guaranteed one-shot heavy attack they always start the fight with so that if you run in before the tank has aggro you die every time.

    Big NO to this. It would make soling dungeons impossible which is fun for many players, myself included.

    If you can't survive a big heavy from a boss your prospects as a dungeon solo are limited anyway.

    If it's a regular big heavy from a boss's arsenal of mechanics then I do not understand how it would change anything. As I pointed out before, many speedrunners can solo the dungeon they are speedrunning anyway (especially the base game ones where tanks are not really needed anymore). So, what it would add is a minor inconvenience only - a speedrunner would need to be a bit more careful when engaging a boss.

    What you described in your original proposition is a "one-shot mechanic". And most regular heavy attacks on normal are not one-shotting when shielded and blocking. When I'm doing dungeons solo I'm not running as a tank, so would your proposition now REQUIRE a tank to be present in order to complete a dungeon?
  • Kappachi
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    As a master historian who seeks the treasure of every dungeon, I too wish this was confirmation with like 45s timer rather than auto port, especially if I have to deal with a mob pack to get to my treasure chest to open because the rude speedrunner left everything behind. Often as the healer/tank if I see a speedrunner I just leave the dungeon and queue a different piece of content, I play to enjoy the game not to speed to the end. This confirmation would at least give me time to tie up some loose ends and might make me stay longer.
    Edited by Kappachi on 23 September 2025 19:08
  • ESO_player123
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    Kappachi wrote: »
    As a master historian who seeks the treasure of every dungeon, I too wish this was confirmation with like 45s timer rather than auto port, especially if I have to deal with a mob pack to get to my treasure chest to open because the rude speedrunner left everything behind. Often as the healer/tank if I see a speedrunner I just leave the dungeon and queue a different piece of content, I play to enjoy the game not to speed to the end. This confirmation would at least give me time to tie up some loose ends and might make me stay longer.

    I'm not arguing with anything you said, but the boss will be long dead after 45s (at least in normal base game dungeons).
  • Kappachi
    Kappachi
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    Kappachi wrote: »
    As a master historian who seeks the treasure of every dungeon, I too wish this was confirmation with like 45s timer rather than auto port, especially if I have to deal with a mob pack to get to my treasure chest to open because the rude speedrunner left everything behind. Often as the healer/tank if I see a speedrunner I just leave the dungeon and queue a different piece of content, I play to enjoy the game not to speed to the end. This confirmation would at least give me time to tie up some loose ends and might make me stay longer.

    I'm not arguing with anything you said, but the boss will be long dead after 45s (at least in normal base game dungeons).

    Then that's the speedrunner's fault. There's also people who take quest and want to read through quest dialog, the game should accomodate those folk or make all dialog/quest stuff outside of the dungeon. There's no good reason to not allow those, especially new players to not interact with systems dungeons are meant to have.
  • ESO_player123
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    Kappachi wrote: »
    Kappachi wrote: »
    As a master historian who seeks the treasure of every dungeon, I too wish this was confirmation with like 45s timer rather than auto port, especially if I have to deal with a mob pack to get to my treasure chest to open because the rude speedrunner left everything behind. Often as the healer/tank if I see a speedrunner I just leave the dungeon and queue a different piece of content, I play to enjoy the game not to speed to the end. This confirmation would at least give me time to tie up some loose ends and might make me stay longer.

    I'm not arguing with anything you said, but the boss will be long dead after 45s (at least in normal base game dungeons).

    Then that's the speedrunner's fault. There's also people who take quest and want to read through quest dialog, the game should accomodate those folk or make all dialog/quest stuff outside of the dungeon. There's no good reason to not allow those, especially new players to not interact with systems dungeons are meant to have.

    I'm not saying that it's not the speedrunner's fault. I'm saying that the player that decides to skip auto port and spends 45s to do other stuff (reading lines, for example) will be potentially locked out of completing the dungeon (which the "joining encounter" was supposed to prevent). So, giving it a long timer does not exactly make the situation better.
  • Soarora
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    45s would be too long. 10 (my suggestion) is already pretty long. Really, the timer for when you’re kicked out from not having a group should be increased to a few minutes (exception for when it’s a vote kick, which should kick the person out faster if anything). Then you can get the chests afterward.
    Edited by Soarora on 23 September 2025 20:21
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  • Kappachi
    Kappachi
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    Soarora wrote: »
    45s would be too long. 10 (my suggestion) is already pretty long. Really, the timer for when you’re kicked out from not having a group should be increased to a few minutes (exception for when it’s a vote kick, which should kick the person out faster if anything). Then you can get the chests afterward.

    I think the kick out when you're not in group AND the dungeon has met its clear condition should be entirely removed and just not allow new people in the instance aside from your companion if beneath the 4 max player limit. When you clear a dungeon solo the instance never expires, so it really makes no sense that it kicks you out (and having it always be active on same button as synergy is pain!) if you want to go and explore and talk to npcs/get chests/sacks/fight optional bosses alone/etc.
  • SeaGtGruff
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    Frayton wrote: »
    No because there's a solution to this built in to the game - make your own group.

    That might be a solution to the "speedrunner" problem, but it doesn't help solve the "joining encounter in progress" problem.

    I solo dungeons; I almost never run a dungeon with a group. And during this Undaunted event I've run into "joining encounter in progress" twice in one dungeon. Some months ago, I ran into it in a different dungeon. This time it was more annoying than problematic, but last time it was definitely problematic.

    This time: When running Tempest Island, there are certain locations near a couple of bosses where I like to scout around the periphery of the area before engaging with the boss, to look for any treasure chests that might be outside of the boss's area. When I attempted to do that-- something I'd been able to do with no issues before-- the screen suddenly went black, I got the "joining encounter in progress" message, and I was ported into the boss's area. I hadn't even entered its area yet and aggroed it, but apparently I'd gotten just close enough to trigger the "port everyone to the encounter area" mechanism. Uh, okay. I'm the only player in the dungeon, and had avoided getting into the encounter until I was good and ready, but the game wouldn't let me skirt around the boss's area anymore like it used to. (And when I say "skirt around," I don't mean bypass, because you can't access the next portion of the dungeon until the boss has been killed. I simply mean searching around the outskirts of the boss's territory for loot.)

    When I got to the final boss and was fighting her, she knocked me back against one of the temple walls-- and suddenly the screen goes black and the infamous "joining encounter in progress" message popped up. Huh?

    Last time: When the wamasu boss in Arx Corinuim was bugged, I decided to go solo that dungeon to see for myself. Big mistake. Once I encountered the boss, I discovered that I could not kill it, nor could I run away and leave the encounter to port out of the dungeon. I couldn't port out because I was in combat, and I couldn't escape the encounter zone because the game kept porting me back into it. I literally could not do anything to get out of that no-win situation, other than physically turn off my computer to sever my connection to the game (or I suppose I could have simply turned off my Wi-Fi), and wait for the instance to be shut down.

    In both cases, I was soloing the dungeon! Why do we need "joining encounter in progress" at all if a dungeon is being soloed?
    I've fought mudcrabs more fearsome than me!
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