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Delay leaving combat

DrScott59
DrScott59
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Starting a new thread as suggested by @ZOS_AntonioP since the old thread discussing this issue was closed.

I only play PVE, so not sure if/how this affects PVP.

The problem I am having is a delay between killing the last NPC, and the actual "end of combat" event. During that delay, it is not possible to interact with objects (chests, resource nodes, etc) or to mount.

The delay seems to be random and variable. With about 20% of combats, there is virtually no delay (less than 1 second) between killing the last NPC and "End of combat". With about 40-50%, of combats, the delay is 3-5 seconds. With the final 30-40% of combats, the delay is 8-10 seconds. Same weapons/effects rotation in each case, and similar NPC groups, but a delay anywhere from <1sec to as much as 10sec.

Eight to Ten seconds, or really even 3-5 seconds, is a VERY LONG TIME to be standing there, waiting and unable to open a chest or harvest a resource. I have even seen this cause some RAGE between players, where one player killed the NPCs by a chest, then could only stand there and watch as another player (not part of the battle) ran up and opened the chest.

In an attempt to resolve this delay, I deleted ALL of my add-ons, and still experienced the problem. Then I uninstalled/deleted ESO completely, re-downloaded and re-installed with all default settings, and still experienced the problem. So I am pretty sure it is not an add-on or settings. I don't have any other performance issues (aside from typical lag in large groups), have good internet performance, and plenty of cpu power for this game.

How many other people are having this issue? Has anyone associated it with specific circumstances, like specific weapons, effects, or buffs?

  • Soleya
    Soleya
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    Happens to me all the time. And seems to be different lengths of time like you said.

    The best is when you see a chest, have to fight something to get it, and then someone else comes along and takes the chest because you are "still in combat".
  • failkiwib16_ESO
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    I have that issue mainly in Wrothgar, Thieves Guild and Dark Brotherhood DLC areas, much less in base game. I can get perhaps 1-2 seconds delay in base game, while 10 seconds is normal for me in Wrothgar, Thieves Guild and Dark Brotherhood DLC.

    For some reason Imperial City DLC works fine.
  • Danksta
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    The stuck in combat bug. I'm sure everyone has experienced this one. It sucks much more when it happens in PvP. I've had it last roughly a minute in worst cases. I've heard that it happens from killing non-combative NPCs, and I have noticed it does seem more frequent in those cases, but it's certainly not restricted to them.
    BawKinTackWarDs PS4/NA

  • lonewolf26
    lonewolf26
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    This happens to me a lot. I've not found much of a commonality, but I notice the longest times between combat end and interaction with nodes when I kill a critter.
    Edited by lonewolf26 on July 22, 2016 11:51PM
  • PurifedBladez
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    Yeah I've had in last like forever in cyrodiil had to reset game. I use to have it recorded it was a 5 min video of me basically trying everything to get back into stealth.

    It could have something to do with the fact that I hit someone with poison injection right when he got into his keep.

    Sheathing your weapon doesn't help. @ZOS_AntonioP
    Edited by PurifedBladez on July 22, 2016 9:09PM
  • Runs
    Runs
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    This is what I have noticed...

    If an attack I do places certain dots on a target, I stay in combat the exact time that would have worn off had they not died earlier. This seems to be most noticed by me on my Templar using Reflective light, the damage over 6.5 seconds being the cause(IMO). It really sucks when something dies being hit with that and I am waiting up to 6 seconds to loot the node/chest next to the kill.

    There is another one, I can't recall which class or skill off the top of my head, where I won't go out of combat until the buff a skill gives me wears off.
    Runs| Orc NightbladeChim-el Adabal| Dunmer TemplarM'air the Honest| Khajiit Templar
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    Bleak Mystique| Nord WardenPolychronopolous| Imperial SorcerorBullcrit| Khajiit Nightblade
    PC NA CP 1250+ and still a noob
    At Writs End - A place to complete master writs
  • Thornen
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    I remember watching an ESO live where the devs couldn't go through a door because of combat bug, think it might have been a IC stream. Sad that this still exists but ESO is what it is, we can hope it gets better but the reality is always a disappointment around here.
  • Beardimus
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    Its definitely more noticeable recently, mayne since DB, or TG. I get it moist in Cyro, and most using a Restro staff group heal etc perhaps triggering it.

    I've read sheathing the weopon stops it as a work around. Not tried that yet tho
    Xbox One | EU | EP
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  • Autolycus
    Autolycus
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    Yeah I've had in last like forever in cyrodiil had to reset game. I use to have it recorded it was a 5 min video of me basically trying everything to get back into stealth.

    It could have something to do with the fact that I hit someone with poison injection right when he got into his keep.

    Sheathing your weapon doesn't help. @ZOS_AntonioP

    I second this. It has never worked. What's the first thing we do when we go to farm a node? We sheathe our weapons.

    Here's another example, inside a dungeon:

    The other day, when Elden Hollow was the pledge, I joined a pug group (as I am known to do from time to time, for *** and giggles mostly) of 3dps and one healer. This is fine; I do these runs all the time. So here we are, flying through the dungeon. We get the boss just before Bogdan, you know the mage with all the Fearkyn? We plow through him just like everything, and the other 2 dps and healer head through the portal. Meanwhile, poor Auto is stuck in combat and can't interact with the portal. Auto says in chat, "can't go through the portal." The rest of the group ignores this, pulls Bogdan, kills him, and Auto gets no credit.

    Moral of the story: Fix the damn combat bug. The Eight forbid we pop an attack at someone in Cyrodiil who survives... you'll be stuck in combat until the next time you die or relog, almost guaranteed.
    Edited by Autolycus on July 22, 2016 9:21PM
  • DrScott59
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    Runs wrote: »
    This is what I have noticed...

    If an attack I do places certain dots on a target, I stay in combat the exact time that would have worn off had they not died earlier. This seems to be most noticed by me on my Templar using Reflective light, the damage over 6.5 seconds being the cause(IMO). It really sucks when something dies being hit with that and I am waiting up to 6 seconds to loot the node/chest next to the kill.

    I think you're onto something here. I use "Shock Clench" in my normal rotation, which does DoT for 8 seconds. I unequipped that, and played for a while using just Crystal Frags and light/heavy staff attacks. NO DELAYS -- I always got "Combat end" within 1 second after the last kill.

    Sounds to me like the "stuck in combat for minutes or forever" problem that people report in Cyrodill is something different. I've never been stuck more than ~9 seconds in PVE.

    Sounds very plausible that the "end of combat" delay in PVE may be related to some DoT timer not being terminated when the affected target dies, and the remainder of the DoT time has to run out before "combat end" is signalled.
  • Reverb
    Reverb
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    This has been a problem, in both pve and pvp, for a long long time. Search "stuck in combat" on these forums and see how many hits you get.
    Battle not with monsters, lest ye become a monster, and if you gaze into the abyss, the abyss gazes also into you. ~Friedrich Nietzsche
  • s7732425ub17_ESO
    s7732425ub17_ESO
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    DrScott59 wrote: »
    In an attempt to resolve this delay, I deleted ALL of my add-ons

    Non-programmers amuse me.
  • RadRzRg
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    DrScott59 wrote: »

    I only play PVE, so not sure if/how this affects PVP.



    Unfortunatly it's a thing in pvp as well,and a major one to be exact,both when you have finished fighting AND respawning at a keep and not being able to teleport as you are still in combat.

    LvL50 Stamina Templar(EP)
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  • Recremen
    Recremen
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    This problem affects all aspects of the game, and while it can be annoying in PvE, it's downright a deciding factor on if a keep is taken or defended in PvP. PvPers get stuck "in combat" for minutes after all damage has subsided, forcing people to run to keeps without mounts.

    I'm of the opinion that, if someone really wants to try hopping on their mount mid-fight, they should have that option. I mean, they're going to die horribly 100% of the time if someone is attacking them, so such a change would be a welcome fix for this "stuck in combat" bug we've been experiencing.
    Men'Do PC NA AD Khajiit
    Grand High Illustrious Mid-Tier PvP/PvE Bussmunster
  • DrScott59
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    Reverb wrote: »
    This has been a problem, in both pve and pvp, for a long long time. Search "stuck in combat" on these forums and see how many hits you get.

    Agreed - But it does sound like there may be (2) different issues.

    I have seen a lot of reports where people are stuck in combat for minutes, or forever (until logoff/logon) -- but from recollection, those are almost all PVP. The random "few second" delay seems common to both PVE and PVP, from what I can tell. At most, it runs about 9 seconds.

    So they could be related, or two entirely different things. Either way, I'd sure like to SEE IT FIXED!!!
  • logosloki
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    I just assumed the random delays I got were tied into the system where you can't interact with doors for 3s after being hit by an enemy but I have noticed from time to time being in combat for a length of time even when I didn't get hit. This and that enemies will chase you half way across the map to hit you once (or you hit them once) before they reset can be a bit annoying when I am reading a lorebook.
  • DrScott59
    DrScott59
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    DrScott59 wrote: »
    In an attempt to resolve this delay, I deleted ALL of my add-ons

    Non-programmers amuse me.

    And people who call someone who has 30+ year programming experience "non-programmers" without knowing anything about them amuse everyone. :-)

    The FIRST thing Zenimax points to (and often rightly so) when someone complains of just about any problem is add-ons. Deleting (or at least disabling) all addons to eliminate them as the source is pretty much a prerequisite for getting any developer attention.
  • Sylveria_Relden
    Sylveria_Relden
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    DrScott59 wrote: »
    DrScott59 wrote: »
    In an attempt to resolve this delay, I deleted ALL of my add-ons

    Non-programmers amuse me.

    And people who call someone who has 30+ year programming experience "non-programmers" without knowing anything about them amuse everyone. :-)

    The FIRST thing Zenimax points to (and often rightly so) when someone complains of just about any problem is add-ons. Deleting (or at least disabling) all addons to eliminate them as the source is pretty much a prerequisite for getting any developer attention.

    QFT - gotta love assumptions.
    TL;DR - If you got this far without reading the entire post you're either too lazy or suck at reading comprehension and probably don't belong in a public forum anyway. Just move along, you wouldn't understand.
  • ADarklore
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    I've had a theory on this... it almost makes me wonder if they did it to extend the time so people burn up more XP Scrolls. Think about it, over the course of two hours, how many battles do you engage in... and if you start spending more time 'in combat' it means you get to do less in those two hours. It wouldn't surprise me if ZOS is trying to find more and more ways to slow things down in order to use up more XP Scroll time.
    CP: 1965 ** ESO+ Gold Road ** ~~ Stamina Arcanist ~~ Magicka Warden ~~ Magicka Templar ~~ ***** Strictly a solo PvE quester *****
  • N0TPLAYER2
    N0TPLAYER2
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    Didn't read the whole thread but my experience is this. Kill an enemy and you can loot instantly. Kill an innocent and you can't. Example, when farming rubedo I can easily loot the big Bulls after killing them, but if I slay a goat or baby bull, i.e. Something that doesn't attack me back, like a horker, there's the delay.

    Anyone else feel the same way about this?
  • DrScott59
    DrScott59
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    ADarklore wrote: »
    I've had a theory on this... it almost makes me wonder if they did it to extend the time so people burn up more XP Scrolls. Think about it, over the course of two hours, how many battles do you engage in... and if you start spending more time 'in combat' it means you get to do less in those two hours. It wouldn't surprise me if ZOS is trying to find more and more ways to slow things down in order to use up more XP Scroll time.

    I'm not ready to say it is intentional, but you're right: Burning up XP scrolls / Psijic Potions while standing there, waiting to interact or mount, is certainly one the reasons it bothers me so much. That 5-8 second delay after every combat really adds up. Particularly when killing small groups and harvesting nearby resources, it can easily amount to 25% of your total time (15 seconds per minute). That's 15 minutes of "dead time" every hour. It's frustrating as heck, and it is also costly if you're running potions or scrolls.

  • BlackguardBob
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    Happens to me all the time so I thought this was normal until someone questioned it.
  • DrScott59
    DrScott59
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    Happens to me all the time so I thought this was normal until someone questioned it.

    I would have thought it was normal/intentional too, EXCEPT that it isn't consistent. Sometimes no delay, sometimes 2-3 seconds, sometimes 8-9 seconds between last-NPC-killed and "end of combat". Sounds more like a bug, like perhaps (as mentioned in earlier replies) a DoT timer continuing to run full duration even after all targets are dead.
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