Dude if you say i have quest about this dungeon most of the people will wait you. This is not a big deal.
Motherball wrote: »Is there a good reason for the game to kick anyone from the instance? Does it cause lag or cause others to have to wait longer to use the instance for a dungeon run? In other online rpgs I can run around in a dungeon after the group has disbanded and left for as long as I like. Just curious.
Motherball wrote: »Is there a good reason for the game to kick anyone from the instance? Does it cause lag or cause others to have to wait longer to use the instance for a dungeon run? In other online rpgs I can run around in a dungeon after the group has disbanded and left for as long as I like. Just curious.
If its not a big deal they can also spend the 5 minutes to fix this, because it is an issue.
Motherball wrote: »Is there a good reason for the game to kick anyone from the instance? Does it cause lag or cause others to have to wait longer to use the instance for a dungeon run? In other online rpgs I can run around in a dungeon after the group has disbanded and left for as long as I like. Just curious.
The reason for the auto kick when you are no longer in a group, is to keep the max number of people to 4 in any one instance. Also, if someone gets vote kicked from group, they can't stick around and cause trouble.
In the ideal, ZOS would have implemented some sort of a "walk-through-this-shiny-portal-to-exit-the-dungeon" mechanic near the final boss (or the final quest NPC, which can sometimes be in a different location), and allow the instance as a whole to persist for, say, another 5-10 minutes irrespective of whether the group disbands.
Thus far, however, they...chose to take a different approach and make the instance "depend" on there being an active group. To...lighten the server load or something, I suppose. I gravely doubt they will invest the developer resources to change the technical design at this juncture, although anything is theoretically possible.
In other words, we are probably stuck. One can only wonder if the initial design meetings at least raised the possibility of a more accommodative, well, design.
enemies in group dungeons don't respawn, non killed stays.drkfrontiers wrote: »Let folks roam around at their leisure after completion and choice to leave when they have finished what they want to finish.
Turn all NPC enemy spawn off, so someone does not use it as a grind factory.
Yep... most of them... up to this day I remember being kicked from a dungeon because... I was doing a group dungeon quest (the one that gives 1 skill point)...Dude if you say i have quest about this dungeon most of the people will wait you. This is not a big deal.