What's there to fix?
I've never liked the auto boot thing. It's a pain when you're doing a quest in the dungeon and the npc is going through a long dialog, but the team leave and you get booted before you can even hand it in. Then the quest resets...
So annoying.
They should make it so there is a delay of a minute at least so players can get things done.
few quick tips and tricks to make your group finder runs abit easier on everyone:
- Keep inventory clean.
- Tell the group if your doing a quest
- Ask questions if there is anything you don't understand
- Reply if someone asks something of you
- remind grp that you still are on a quest
- Tell them if you need to sell anything
- Tell them if you need to bank anything
- Tell them if you need to run on the bathroom
- TELL THE GROUP WHAT GOES ON
Bonus tip: Do you job!
If all these tips and hints are followed, near all pug runs will end good. The main problem comes from people NOT writing ANYTHING in the chat, but expect to be waited on, carried, or just dies by mechanics they have no clue about and they don't read the chat so anyone trying to tell them what to watch out for gets ignored...
That's not bad, but not relevant to the topic. Our group communicated fine, They actually had some right to complain about some delay but no one did and we finished fine. I did tell them I was doing the quest, twice. It 'ended good'.
So...if you weren't kicked what's the point of this thread?
I mean, I totally get that you needed to clear out some space and the group disbanded but the game does give you a ton of time before you're booted out of the instance.
So...if you weren't kicked what's the point of this thread?
I mean, I totally get that you needed to clear out some space and the group disbanded but the game does give you a ton of time before you're booted out of the instance.
No, the game gave me like 10 seconds before it kicked me from the dungeon, not "a ton" of time.
starkerealm wrote: »The issue is, your cure is worse than the disease. If the game didn't remove someone from the instance after they left group there would be no way, whatsoever, to deal with an abusive or trolling PUG member.
In fact, back at launch, this is exactly how the game worked. So, when you're like, "no, no, you don't know how it would be," YES I DO, BECAUSE I WAS THERE.
It was a mess. You'd (rarely) get people in group that would actively harass and disrupt the run, "for the lulz." And this was before the groupfinder was a thing, so it would be worse now because you're getting paired with anyone, at random (that's kinda the point.) Best of all, because dungeons are capped at 4 players, you literally cannot replace that group member until they voluntarily leave.
Found a fake tank? Yeah, nope, you're stuck with that guy, your options are to leave and take a 15m penalty, or live with the knowledge that if he gets to a chest or heavy sack first, it's gone, and you can't even bring in a replacement, unless he consents to leave.
Again, this isn't supposition. This is how the game used to work. This is what used to happen.
So, no. Clean your inventory. It's an easy solution to your problem. Don't carry around everything you find. There's no legitimate reason to be carrying more than 100 items into a dungeon with you. If you are, then this problem is, entirely, of your own making.
ThumbtackJake wrote: »I've never liked the auto boot thing. It's a pain when you're doing a quest in the dungeon and the npc is going through a long dialog, but the team leave and you get booted before you can even hand it in. Then the quest resets...
So annoying.
They should make it so there is a delay of a minute at least so players can get things done.
This. I've had this happen several dozen times. For example, the end of Banished Cells 1, when they are doing the binding, it 's a drawn out out scene, and if it disbands as soon as the boss drops, you wont have time to turn it in.
the issue here isn't the OP's inventory management issues (which by the way, I'm pretty sure most of us have encountered at some point in the game)...
the issue is getting kicked too quickly after activity completion - the reason it's an issue is because:
a). maybe I want to do a little more exploring on my own
b). maybe we skipped a boss somewhere along the way, and, I'm intent on leaving the dungeon with nothing lurking around in there
c). maybe we din't find all the available dungeon chests (big one for me when I'm there to farm gear)
d). maybe I need to finish the dungeon quest
I'm sure it benefits the game's performance to shut down that "instance" as quickly as possible - but, i don't think an extra 10 minutes after activity completion is that unreasonable amount of time to let us finish doing whatever we want inside the dungeon...
the issue here isn't the OP's inventory management issues (which by the way, I'm pretty sure most of us have encountered at some point in the game)...
the issue is getting kicked too quickly after activity completion - the reason it's an issue is because:
a). maybe I want to do a little more exploring on my own
b). maybe we skipped a boss somewhere along the way, and, I'm intent on leaving the dungeon with nothing lurking around in there
c). maybe we din't find all the available dungeon chests (big one for me when I'm there to farm gear)
d). maybe I need to finish the dungeon quest
I'm sure it benefits the game's performance to shut down that "instance" as quickly as possible - but, i don't think an extra 10 minutes after activity completion is that unreasonable amount of time to let us finish doing whatever we want inside the dungeon...
Careful, man. I'm pretty sure being reasonable like that is against TOS.
That's why most of us don't risk it.
It would be nice if we didn't get kicked at all. I want to run back through to loot all the containers and such that we ran past but of course once the last person leaves then it's too bad so sad I'm booted too. Ugh. In other games I play we stay until we leave manually. Why can't it be that way in this game?
the issue here isn't the OP's inventory management issues (which by the way, I'm pretty sure most of us have encountered at some point in the game)...
the issue is getting kicked too quickly after activity completion - the reason it's an issue is because:
a). maybe I want to do a little more exploring on my own
b). maybe we skipped a boss somewhere along the way, and, I'm intent on leaving the dungeon with nothing lurking around in there
c). maybe we din't find all the available dungeon chests (big one for me when I'm there to farm gear)
d). maybe I need to finish the dungeon quest
I'm sure it benefits the game's performance to shut down that "instance" as quickly as possible - but, i don't think an extra 10 minutes after activity completion is that unreasonable amount of time to let us finish doing whatever we want inside the dungeon...
How so? I can't see any way to "abuse" this. What can you possibly do in there by yourself other than run around looting crates and whanot? There is nothing else in there and no one else.starkerealm wrote: »It would be nice if we didn't get kicked at all. I want to run back through to loot all the containers and such that we ran past but of course once the last person leaves then it's too bad so sad I'm booted too. Ugh. In other games I play we stay until we leave manually. Why can't it be that way in this game?
Because it would, can, and has been abused.
Synapsis123 wrote: »You can't disband the entire group when you use dungeon finder. The only thing you can do is leave the group. Also you have about 30 seconds once everyone leaves before you get booted.
starkerealm wrote: »It would be nice if we didn't get kicked at all. I want to run back through to loot all the containers and such that we ran past but of course once the last person leaves then it's too bad so sad I'm booted too. Ugh. In other games I play we stay until we leave manually. Why can't it be that way in this game?
Because it would, can, and has been abused.the issue here isn't the OP's inventory management issues (which by the way, I'm pretty sure most of us have encountered at some point in the game)...
the issue is getting kicked too quickly after activity completion - the reason it's an issue is because:
a). maybe I want to do a little more exploring on my own
b). maybe we skipped a boss somewhere along the way, and, I'm intent on leaving the dungeon with nothing lurking around in there
c). maybe we din't find all the available dungeon chests (big one for me when I'm there to farm gear)
d). maybe I need to finish the dungeon quest
I'm sure it benefits the game's performance to shut down that "instance" as quickly as possible - but, i don't think an extra 10 minutes after activity completion is that unreasonable amount of time to let us finish doing whatever we want inside the dungeon...
The problem here is, you're thinking about this as, "I want." You have a problem, and you want a solution. That's fine. Really, that's fine.
What you're not doing is then asking, "how could someone abuse my solution?"
Simply removing the eject function isn't the answer, and I'm inclined to say, flat changes to that in general are a bad idea, simply because it could disrupt the normal kick mechanics, which would make dungeon running miserable.
General life advice here: when you're trying to solve an immediate problem, always take a moment to consider what the potential secondary consequences will be, when evaluating your options.
bottleofsyrup wrote: »Learn to manage your inventory?
i'm not sure i'm following you on this one...abuse the system - how?
you mean like having some homeless eso player living in a cardboard crate inside direfrost keep peeing, pooping and leaving sweetroll wrappers everywhere...
Edit: i do though agree with the premise that should zos try implementing any changes to the current system - there's a very good chance they'll *** something else up...
Swifigames wrote: »It doesn't only screw people out of loot. It screws a lot of players over who are questing and waiting for their skill point. Dungeon's are in need of some type of safe mechanic that would prevent that from happening, allow players to get all their loot, finish their quest and get their skill point.
I've been in a hurry before running through a dungeon for my random normal, I'm sure I've been guilty of leaving group too quickly myself. How can we still allow the dungeon to be quick for those who want quick and safe for those who are doing the quest?