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Dungeon completion

j3crow
j3crow
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How about making it so that you don't get screwed over because you're the only one in a group completing a quest in a dungeon, and everyone leaves right after last boss... leaving you to get removed before you can talk to the NPC for quest completion...
  • Paneross
    Paneross
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    Gotta communicate mane. Tell them before you kill the last boss you need them to stay for a minute or two.
  • JamieAubrey
    JamieAubrey
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    I usually just skip all the dialog, got no time for the story :P
  • disintegr8
    disintegr8
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    A lot of dungeons you have to wait for NPC's to talk or do something before you can finish the quest.

    My advice is to just text or talk to the group, telling them you are doing the quest and ask if someone will stay there while you complete it. It would be rare for there not to be at least one person prepared to stay, as long as they know.
    Australian on PS4 NA server.
    Everyone's entitled to an opinion.
  • j3crow
    j3crow
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    Paneross wrote: »
    Gotta communicate mane. Tell them before you kill the last boss you need them to stay for a minute or two.

    I did. I thought they understood, but apparently not.

    And I normally skip dialogue as well. But some of the quest animations take time. More time than alloted by the group disband timer.

    The whole thing could be fixed, by just making the disband timer a little longer, and/or making the quest NPCs interactable earlier
    Edited by j3crow on November 30, 2016 3:25AM
  • pizzaow
    pizzaow
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    Why can't there be one person in a group? I never understood why it kicks the last player from the instance when the second to last leaves... I don't like to hold up the group, so I'll sprint through if that's what the group is doing, but it would be nice to have the option of retracing steps to search for treasure chests, sacks, etc.

    @Zos let me be a Wolfpack of 1!
    XBox/NA GT: Pizzaow
  • raglau
    raglau
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    If I am tank then I always wait, and/or slow down the run if anyone asks. But the simpler solution that will give a consistent outcome is that ZOS make it so that the last person can stay in the dungeon for 15 mins or something. I realise they likely want to close all instances as soon as possible to lower resource consumption on their servers, but with the speed many people run dungeons now, they're open and closed in 5-10 mins anyway.
    Edited by raglau on November 30, 2016 5:54AM
  • j3crow
    j3crow
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    Pibbles wrote: »
    If I am tank then I always wait, and/or slow down the run if anyone asks. But the simpler solution that will give a consistent outcome is that ZOS make it so that the last person can stay in the dungeon for 15 mins or something. I realise they likely want to close all instances as soon as possible to lower resource consumption on their servers, but with the speed many people run dungeons now, they're open and closed in 5-10 mins anyway.

    This would be a good solution too
  • Dasovaruilos
    Dasovaruilos
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    That is really annoying. Until recently I only had a main and had done all quests a long time ago. Now I have a DPS and a couple of times before I could even ask people left as soon as the last boss was dead and I got kicked.

    Now I aways put in chat as soon as I enter the dungeon. People usually wait.

    But they should really fix that.
  • deevoh1991
    deevoh1991
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    This happened to me many times. Most times my invo is always full so I by the time I decide what to throw out so I can get the item which would act as a quest completion is rendered void because the ticks to have me thrown out of dungeon start.. Oh god that paranoia.
    PSN GT : Divzor
  • redspecter23
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    When ZOS lowered the disband timer and made the most efficient way to leave a dungeon the "leave group" option it really messed things up. One might think the best way to leave the dungeon might be to teleport to a wayshrine... Nope. You'd still have to run to the quest giver. If you leave the group, it will put you exactly where you were when you joined, which might just be right beside the daily undaunted quest giver if you ported to a member or queued up to get inside.

    Want people to stop dropping group so fast? Don't provide them an incentive for doing so. That's just basic game design. While ZOS is in there tinkering around, they can make it a little less effective to be jumping off cliffs and rezzing to get down places fast, make it less useful to run through dungeons, die and continue running in order to actually bypass inflated trash hp and provide me with reasons why I shouldn't just take a death taxi out of Cyrodiil.

    My suggestion is for players to be placed outside the dungeon entrance when they drop group or use the door to leave (I still lol at that change). Make the Undaunted enclaves a bit easier/faster to reach via wayshrines and you solve some of the problem at least.
    Edited by redspecter23 on November 30, 2016 12:45PM
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