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Sacrament DB Quest Instance: Npc's respawning after death?

Troneon
Troneon
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While doing the DB Sacrament Quests in instances after killing certain NPC's to clear a path they will sometimes respawn right infront or next to you, causing you to be detected.

I just completed one with all optional objectives complete but as I was moving back through to the entrance, npc I killed earlier spawned right infront of me.....

I understand respawning npc's in open world but in instances now? Can we please make sure the NPC's we kill in instances STAY DEAD.

Thanks.

Edited by Troneon on June 5, 2016 9:04AM
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  • daemonios
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    I can live with it and have never had them spawn on top of that. But I agree, they should stay dead. Especially in these Sacrament quests where you get a REALLY short timer to get back to the start after you complete one of the goals it would be good if we could clear a path to the exit.
  • magnusthorek
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    This is indeed very annoying
    Edited by magnusthorek on June 5, 2016 10:14AM
    I am the very model of a scientist Salarian, I've studied species Turian, Asari, and Batarian.
    I'm quite good at genetics (as a subset of biology) because I am an expert (which I know is a tautology).
    My xenoscience studies range from urban to agrarian, I am the very model of a Scientist Salarian.
  • DrowNoble
    DrowNoble
    Soul Shriven
    Agree 100%

    First time I ran one I tried to clear to make my escape path a little easier, surprise to me when I ran into people on the way out. :blush:
  • magnusthorek
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    Today I did it for the second time, but now with a different target. I've got so frustrated when I was caught by two overlapping lantern bearers because of that stupid drunk orc, right in the entrance that, if I'm not mistaken, I did kill as soon as I entered, that I literally hammered my table.
    I am the very model of a scientist Salarian, I've studied species Turian, Asari, and Batarian.
    I'm quite good at genetics (as a subset of biology) because I am an expert (which I know is a tautology).
    My xenoscience studies range from urban to agrarian, I am the very model of a Scientist Salarian.
  • Teridaxus
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    Those sarcements...heists are easy for for me, but those?
    They need to look at them hard again...
  • Xylphan
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    Agree. Ran into a similar issue. In instances, dead NPCs should either remain so or have a much longer respawn timer. I've already had a couple of well planned escapes messed up by "Suddenly a wild NPC appears!" effect.
  • daemonios
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    Those sarcements...heists are easy for for me, but those?
    They need to look at them hard again...

    Hope they don't. Heists are boring, I can clear them undetected with 2-3 minutes left on the timer. Once you know the maps for the sacraments they also get easier, but the randomness in the victims and other NPCs, as well as the respawn thing, will keep you on your toes.
  • Troneon
    Troneon
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    daemonios wrote: »
    Those sarcements...heists are easy for for me, but those?
    They need to look at them hard again...

    Hope they don't. Heists are boring, I can clear them undetected with 2-3 minutes left on the timer. Once you know the maps for the sacraments they also get easier, but the randomness in the victims and other NPCs, as well as the respawn thing, will keep you on your toes.

    Only problem is the timers on respawn on some npc's are really short. I killed one drunk guy next to my target, waited 60 seconds for an opening on my main target and the drunk guy had respawned behind me again.
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  • Volkodav
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    daemonios wrote: »
    I can live with it and have never had them spawn on top of that. But I agree, they should stay dead. Especially in these Sacrament quests where you get a REALLY short timer to get back to the start after you complete one of the goals it would be good if we could clear a path to the exit.

    I didnt get a timer on my Sacrament quest,like in the Thieve's Guild,which I hate.Thankfully,I am not timed with these quests.It can be rough trying to stay hidden though.Not much room to move around the NPCs.
  • phairdon
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    One spawned while I was in the process of killing another, which resulted in my character dying along with the npc I was in the process of killing. Made the quest very easy though. Just hid in the bush behind the spawn area and picked them off each time they respawned.
    Your immersion is breaking my entitlement. Buff Sorc's. Darkshroud the cremator Death by furRubeus BlackFluffy knight BladesThe Fat PantherPsijic Fungal SausageFlesheater the VileCaspian Rafferty FernsbyArchfiend Warlock PiersThe Black BishopEvil Wizard Lizard (EU)Neberra Vestige Fajeon (EU)Salanis Deathstick (EU)Blood Mage Alchemist (EU)
  • lnxrwb17_ESO
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    Volkodav wrote: »
    daemonios wrote: »
    I can live with it and have never had them spawn on top of that. But I agree, they should stay dead. Especially in these Sacrament quests where you get a REALLY short timer to get back to the start after you complete one of the goals it would be good if we could clear a path to the exit.

    I didnt get a timer on my Sacrament quest,like in the Thieve's Guild,which I hate.Thankfully,I am not timed with these quests.It can be rough trying to stay hidden though.Not much room to move around the NPCs.

    The timer (Leave before the overseer arrives!) only appears when you've killed your main target.
    It's annoying when that main target is really deep in the cave and you've got only ONE minute or so.

    It's also annoying that using Blade of Woe counts as "detected" and cause a time deduction in Thieve's Guild heists.
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  • Troneon
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    Just got one where the target is surrounded with npc's with mix patterns that don't match with no gaps, while even if you kill off one npc to make a gap, they respawn within 30 seconds....

    Getting a little silly....is more common on the sewers one..
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  • pinkempyreal
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    I can deal with it but it seems like there is such inconsistency with the NPCs detect radius.... Still trying to get through one doing all optional and not being seen once..
  • Volkodav
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    Volkodav wrote: »
    daemonios wrote: »
    I can live with it and have never had them spawn on top of that. But I agree, they should stay dead. Especially in these Sacrament quests where you get a REALLY short timer to get back to the start after you complete one of the goals it would be good if we could clear a path to the exit.

    I didnt get a timer on my Sacrament quest,like in the Thieve's Guild,which I hate.Thankfully,I am not timed with these quests.It can be rough trying to stay hidden though.Not much room to move around the NPCs.

    The timer (Leave before the overseer arrives!) only appears when you've killed your main target.
    It's annoying when that main target is really deep in the cave and you've got only ONE minute or so.

    It's also annoying that using Blade of Woe counts as "detected" and cause a time deduction in Thieve's Guild heists.

    Not for the DB ones.I am talking about the side quests given by the Speaker. I havent had any timers other than being told to get out before the Overseer leaves.
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