I know you didn't mean the disband option, but everyone just leaving on their own. But there are people who actually use the disband option.templar_heal wrote: »disband after run.
tomofhyrule wrote: »It's because each dungeon is an instance, and the goal is to get that server space back.
Yes, people run dungeons solo and then the timer doesn't trigger, but I think that's an edge case that was not considered when the timer was implemented. But in general, the original idea was that people would run the dungeon and get out so the instance could be freed, and not have one person AFK in the instance holding it open for eternity.
Finn made a post on the PTS forum talking about how more smaller instances actually make performance worse for the overall game, so the idea is that one person is not able to essentially hold the game's performance hostage. I'm sure they could increase the timer, but the exact thing they don't want is for one person to make a permanent instance of an empty dungeon (times hundreds of players) which would start to degrade performance over the whole game.
PoveusRonin wrote: »tomofhyrule wrote: »It's because each dungeon is an instance, and the goal is to get that server space back.
Yes, people run dungeons solo and then the timer doesn't trigger, but I think that's an edge case that was not considered when the timer was implemented. But in general, the original idea was that people would run the dungeon and get out so the instance could be freed, and not have one person AFK in the instance holding it open for eternity.
Finn made a post on the PTS forum talking about how more smaller instances actually make performance worse for the overall game, so the idea is that one person is not able to essentially hold the game's performance hostage. I'm sure they could increase the timer, but the exact thing they don't want is for one person to make a permanent instance of an empty dungeon (times hundreds of players) which would start to degrade performance over the whole game.
Yet the same person or hundreds of players can walk into a fresh instance and create a new instance of the same dungeon. That doesn't make any sense when you think it out. A person wanting to explore an empty run for missed things would take a lot less time than they would trying to solo the dungeon so they can see the same thing.
tomofhyrule wrote: »PoveusRonin wrote: »tomofhyrule wrote: »It's because each dungeon is an instance, and the goal is to get that server space back.
Yes, people run dungeons solo and then the timer doesn't trigger, but I think that's an edge case that was not considered when the timer was implemented. But in general, the original idea was that people would run the dungeon and get out so the instance could be freed, and not have one person AFK in the instance holding it open for eternity.
Finn made a post on the PTS forum talking about how more smaller instances actually make performance worse for the overall game, so the idea is that one person is not able to essentially hold the game's performance hostage. I'm sure they could increase the timer, but the exact thing they don't want is for one person to make a permanent instance of an empty dungeon (times hundreds of players) which would start to degrade performance over the whole game.
Yet the same person or hundreds of players can walk into a fresh instance and create a new instance of the same dungeon. That doesn't make any sense when you think it out. A person wanting to explore an empty run for missed things would take a lot less time than they would trying to solo the dungeon so they can see the same thing.
I am not excusing it, I am merely answering the question “why does it exist.”
They did already extend the timer once before; it used to only be 30s, but it was extended to about 2 minutes specifically because of the BCI quest that takes that long dialogue afterwards to be able to turn in. I’m sure they could extend the timer again if it were an issue.
Thumbless_Bot wrote: »
It is very normal.
I don't see how it would be different than story instances.
Thumbless_Bot wrote: »I imagine it's an instantiation cost on a shared resource in their data center for each dungeon. In layperson terms, these instances are probably not always on and only created when a team queues into a dungeon. This costs money to spin up and maintain so closing it when the dungeon is complete is a garbage clean up activity that saves zos money.
It is very normal.
PoveusRonin wrote: »Thumbless_Bot wrote: »I imagine it's an instantiation cost on a shared resource in their data center for each dungeon. In layperson terms, these instances are probably not always on and only created when a team queues into a dungeon. This costs money to spin up and maintain so closing it when the dungeon is complete is a garbage clean up activity that saves zos money.
It is very normal.
As I mentioned earlier, the same people can walk into the same dungeon solo and have unlimited time to explore. They are also making solo versions of dungeons that will have these extra instances loaded up. So the time limit does not make sense in this instance.
I did think and wonder though, does the instance keep the full group tied to it until it closes? If so, that could be why they want it to shut down so quick. A person could not queue for a fresh version of the same instance if their player ID was tied to it and another player was exploring.
YffresTrill wrote: »Agreed! I have often wished for this. It used to be much worse, however -- the timer used to be only a few seconds and there would not even be time to turn in the quest often, if everyone else immediately left.
On a related note, I would also like the option to opt out of getting immediately pulled to a boss as soon as the speed runner arrives at it. I often get pulled away from a chest I am opening, loot I am collecting, or trash mobs I am fighting. I am glad the option for the pull exists (so you can still get credit for the last boss even when there is a speed runner) but it should not be obligatory.
Agreed. Not having a timer would allow people to explore, find lorebooks, find any missed chests. They probably don't want instances hanging around and accumulating, but most players drop right away so I doubt there would be tons of instances clogging up the system.
tomofhyrule wrote: »It's because each dungeon is an instance, and the goal is to get that server space back.
Yes, people run dungeons solo and then the timer doesn't trigger, but I think that's an edge case that was not considered when the timer was implemented. But in general, the original idea was that people would run the dungeon and get out so the instance could be freed, and not have one person AFK in the instance holding it open for eternity.
Finn made a post on the PTS forum talking about how more smaller instances actually make performance worse for the overall game, so the idea is that one person is not able to essentially hold the game's performance hostage. I'm sure they could increase the timer, but the exact thing they don't want is for one person to make a permanent instance of an empty dungeon (times hundreds of players) which would start to degrade performance over the whole game.
killians66 wrote: »I was wondering what the reasoning is behind having a timer to get kicked out of a dungeon after everyone leaves the group? It can't be for cutting down lag, because if 2 people stay in the group the dungeon is infinite as long as one stays logged in. I enjoy going back and getting resources, treasure chests or anything else at a slower pace after the speed runner has ruined the dungeon. I wish ESO would take this timer out, so players could enjoy the dungeon at their leisure.
killians66 wrote: »tomofhyrule wrote: »It's because each dungeon is an instance, and the goal is to get that server space back.
Yes, people run dungeons solo and then the timer doesn't trigger, but I think that's an edge case that was not considered when the timer was implemented. But in general, the original idea was that people would run the dungeon and get out so the instance could be freed, and not have one person AFK in the instance holding it open for eternity.
Finn made a post on the PTS forum talking about how more smaller instances actually make performance worse for the overall game, so the idea is that one person is not able to essentially hold the game's performance hostage. I'm sure they could increase the timer, but the exact thing they don't want is for one person to make a permanent instance of an empty dungeon (times hundreds of players) which would start to degrade performance over the whole game.
This opinion doesn't hold water.
PoveusRonin wrote: »Thumbless_Bot wrote: »I imagine it's an instantiation cost on a shared resource in their data center for each dungeon. In layperson terms, these instances are probably not always on and only created when a team queues into a dungeon. This costs money to spin up and maintain so closing it when the dungeon is complete is a garbage clean up activity that saves zos money.
It is very normal.
As I mentioned earlier, the same people can walk into the same dungeon solo and have unlimited time to explore. They are also making solo versions of dungeons that will have these extra instances loaded up. So the time limit does not make sense in this instance.
I did think and wonder though, does the instance keep the full group tied to it until it closes? If so, that could be why they want it to shut down so quick. A person could not queue for a fresh version of the same instance if their player ID was tied to it and another player was exploring.
killians66 wrote: »PoveusRonin wrote: »Thumbless_Bot wrote: »I imagine it's an instantiation cost on a shared resource in their data center for each dungeon. In layperson terms, these instances are probably not always on and only created when a team queues into a dungeon. This costs money to spin up and maintain so closing it when the dungeon is complete is a garbage clean up activity that saves zos money.
It is very normal.
As I mentioned earlier, the same people can walk into the same dungeon solo and have unlimited time to explore. They are also making solo versions of dungeons that will have these extra instances loaded up. So the time limit does not make sense in this instance.
I did think and wonder though, does the instance keep the full group tied to it until it closes? If so, that could be why they want it to shut down so quick. A person could not queue for a fresh version of the same instance if their player ID was tied to it and another player was exploring.
I don't know about that being the case. As soon as someone drops group they can't go back to that same dungeon on their own. It opens a new one right away. They can only return by traveling to the player in the dungeon. So seems like that proves the dungeon is only open to the last player and then only for a few short seconds.
Also, it doesn't really matter, because only a tiny fraction of players group for dungeons. The fastest pop is for daily just to get the bonus xp. There is no incentive at all for "Specific Dungeon" or "Vet dungeon" if you are trying to grind out a dungeon set that you want. ESO says "Best of luck to you" "Have fun sitting for 30 -60 trying to get a specific vet dungeon"..