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Why is there a timer at the end of a dungeon?

killians66
killians66
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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.
  • YffresTrill
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    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.
    @ Yffre'sTrill - PC/EU (No Steam)
  • templar_heal
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    Actually, support your idea. Some dungeons have nice looting boxes, like Ice reach or Scrivener hall, but group usually quickly disband after run. And I just get quicked from the dungeon without checking everything ;)
  • CalamityCat
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    I'd love it if the timer was just extended, so you could go back and check boxes etc. It's daft that we get some dungeons with a lot of loot, but nobody usually gets the time to collect it :D
  • frogthroat
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    disband after run.
    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.

    I have not understood how their brain works.

    If someone is routinely using the disband after a pug run instead of just leaving the group, can you explain to me what goes through your mind? Like, what is the thought process?

    Are you not able to find the "leave" option?

    Do you have "if I don't stay, no one stays" mentality?

    Do you hate it if other people are having a conversation after a dungeon?

    Do you hate it if other people stay exploring and looting in the dungeon after you go?

    Like, what is the point in disbanding the group instead of just leaving the group?

  • templar_heal
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    Sometimes it is disband too. Sorry, can't explain it to you since don't understand it too. If player stay in dungeon, I usually don't leave group as long as I could. If I have another group activity, then I just leave.
  • lillybit
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    It's actually better than it used to be - originally it used to kick everyone straight away when everyone left the group. That meant a lot of the time you couldn't finish the story and hand the quest in even. The timer means this at least isn't a problem.

    A lot of people wanted it to just stay open til everyone left back then too, but this is what we got.
    PS4 EU
  • AzuraFan
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    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.
  • Orbital78
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    A good question, has zos ever said why? @ZOS_GinaBruno
  • tomofhyrule
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    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.
  • Orbital78
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    I don't see how it would be different than story instances.
  • PoveusRonin
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    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.
  • twisttop138
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    I actually think this is a decent idea. It could be a timer, 10 minutes. Or something. I don't do a lot of pugs but I know this can be annoying.
  • zaria
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    You can ask for some to stay grouped with you. I tend to leave dungeon without leaving group so if some want to stay they can, this even work if the other player log out or switch character.

    As for disbanding group, its simply very stupid, even had some moron done with in a trial then players was swapping gear after the run. Some did it yesterday then I and a friend was grouped and did an dungeon, some disbanded it and we was not grouped anymore
    Grinding just make you go in circles.
    Asking ZoS for nerfs is as stupid as asking for close air support from the death star.
  • AScarlato
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    It's very stressful when finishing quests can sometimes require NPCs to walk around and give speeches.
  • tomofhyrule
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    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.
  • AScarlato
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    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.

    I wish they would give 5 or 10 minutes. If everyone drops immediately there are some quests where you barely have enough time to spam through to get the skill point/reward. Definitely no time to even listen to the NPCs dialogue if you wanted to.

    Giving people 5/10 minutes to finish quests and maybe go back for chests people couldn't find due to speed runners would be a nice compromise so people can do these things and they can still clear out instances in a timely manner.
  • Thumbless_Bot
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    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.
    Edited by Thumbless_Bot on 23 April 2026 17:36
  • AScarlato
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    It is very normal.

    Is it? When a dungeon finishes in FFXIV I can run around and sight-see or pick up chests that were skipped as long as I'd like.
  • LootAllTheStuff
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    Orbital78 wrote: »
    I don't see how it would be different than story instances.

    For certain story instances (specifically the Harborage at the different main quest stages) one of the updates made it so that players actually shared instances but were invisible to one another. That was done specifically to reduce server load and improve performance. I don't remember if there was talk of extending that approach to other story solo instances or not, though.

    Otherwise, it would be rare for someone to stay long in a solo story instance, especially since some of them close out when you do the final quest turn in for that instance.
  • allochthons
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    Another request to increase the timer, to 5 or 10 minutes. For all the reasons given above.
    She/They
    PS5/NA (CP3100+)
  • PoveusRonin
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    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.
  • Thumbless_Bot
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    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 didnt see it was universal or implemented perfectly or that it is absolutely why. I just said this is likely as it makes a lot of sense.
  • killians66
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    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.

    I agree, except not taking out the Joining option. But put in an option for speed runners to group together and players who want to enjoy the dungeon.
  • killians66
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    AzuraFan wrote: »
    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.

    Yes, ESO spent all this time creating a dungeon and don't care if players enjoy it. Also, look how big of an industry "Dungeons and Dragons" is. Players love to explore dungeons... not speed run and leave all the loot.
  • killians66
    killians66
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    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.
  • Gabriel_H
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    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.

    ... because ZOS don't have cameras in your house to know if you are AFK or not, and they need to efficiently reclaim server space.
    PC EU
    Never get involved in a land war in Asia - it's one of the classic blunders!
  • valenwood_vegan
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    killians66 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.

    You might not like it, but Tom literally linked to an official dev statement explaining how instances can degrade server performance. It's actually the only thing I see in this thread that isn't just someone's "opinion".

    No one here can "know" why zos included the dungeon timer, unless a dev wants to pop in here and answer.

    Regardless, this issue has been brought up for years and I'm sure zos could extend the timer as they did once before (see https://forums.elderscrollsonline.com/en/discussion/493691/removing-from-area-timer-will-be-adjusted-to-2-minutes/p1 ) and maybe this is something they can consider for players who'd like to explore.

    Or perhaps now that they are actually making solo dungeons, this will be less of an issue in the future as more solo dungeons are added.

    [Edit to fix link].
    Edited by valenwood_vegan on 24 April 2026 15:41
  • heimdall14_9
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    i think having more time to get loot might help make things better for them that feel like to speedrun in a dungeon (after doing it 100xs) hurts them being they can come back and get their loot , not saying speedrun is right just its the way of the game shown by years of it happening , but again this would give everyone a better chance to enjoy the dungeon their way and not miss out on XP / boss kills or loot
    Edited by heimdall14_9 on 24 April 2026 15:47
  • killians66
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    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".. :(
  • PoveusRonin
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    killians66 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".. :(

    Yes, I was referring more to the fact you can solo the same dungeon, not meaning you keep the same instance ID. I guess I could have said, you can run to the area and spin up another instance of the same dungeon tying up the same amount of resources as the old one was using.
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