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You need to fix kicking people from dungeons

  • Glurin
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    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.

    I don't have ESO+.

    My bank is filled to bursting with crafting mats, one stack of each, not including anything below rubedite tier and shared between my few characters. I've only got two more upgrades left on it I think, which are a pretty good chunk of change for me. Character inventory is about the same stage of upgrades. I have a couple of alts and storage containers in my house for what I consider long term item storage like armor and weapons and such that I may not be currently using but want to hang onto all the same.

    Even so, I still have a good fifty+ slots at minimum taken up just by stacks of other crafting mats that the bank doesn't have room for. Not to mention all these new mats that keep getting added like jewelry crafting has that involve collecting ten broken ones to make one usable one. Add to that potions, food, spare sets of gear needed for different types of activities, crafting writs that I intend to complete once trait research finishes or I get the style required, a small handful of surveys/treasure maps that I try to stay on top of so they don't overwhelm me, fishing bait, a stack of filled soul gems, a stack of empty soul gems, etc. etc.

    All in all, I consistently pack around at least 150 items all the time because I don't have room to put them anywhere else. Often a bit more.

    That being said, before I go into a dungeon, I make sure to do a thorough clean out and give myself as much space as I can. Sometimes the group doesn't even give you time to pick through the loot. You just have to loot everything and go and keep a mental inventory of stuff you've looted that you can quickly dispose off as soon as you get the chance to delete it from your bag. I make it work, but it can get a little nail biting at times when something good drops and you don't have room to pick it up.
    "He who fights with monsters should look to it that he himself does not become a monster...when you gaze long into the abyss the abyss also gazes into you..."
  • Glurin
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    Valrien wrote: »
    Petoften wrote: »
    kikkehs wrote: »
    on another note, if it was a 3man premade, they most likely kicked you as you were afk most of the dungeons (Fixing inventory) So when they went to next dungeon they wanted to que without you.

    They didn't kick me. We finished the dungeon and they immediately disbanded from the group.

    But I WAS somewhat delayed on some fights trying to do quest steps they didn't need to do, and some inventory.

    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.

    Even when I'm out questing and such in the open world, I always keep about 50 slots of inventory empty so that this is a non-issue

    It's not a ton of time. It's about twenty seconds is all. Then you're booted out of the instance and any loot you didn't pick up is gone.
    "He who fights with monsters should look to it that he himself does not become a monster...when you gaze long into the abyss the abyss also gazes into you..."
  • spartaxoxo
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    Tasear wrote: »
    If you are PC there are addons to help with inventory management. Also if possible consider getting a merchant or banker. It's not what you wanted but might work for you.

    I don't see how getting a banker or merchant would help, since summoning them and interacting with them takes at least as much time as deleting stuff from the inventory.
    idk wrote: »
    inventory management before heading in will solve the issue.

    if using the group finder, this will not help either : there no time for doing anything before being teleported into the dungeon.

    The only real answer to the problem is to let people INSIDE the instance after completion if they wish so, for 10-15 minutes, even if they're alone or the group is disbanded. I don't see anything negative with that either.

    It would help because it would tell you how many spaces you have left. You can just check it at the start of each dungeon.
  • spartaxoxo
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    Petoften wrote: »
    So, maybe, next time, remember, keep your bag clear. Or go find a bag merchant and buy a few extra slots. Maybe train some on your horse.

    People need to stop stating the obvious on inventory and derailing. I spend all my gold on inventory upgrades. I buy a horse slot daily. That is derailing the thread. Stick to the topic, the need to remove this kick.

    If the issue is people not kicked from the dungeon when they're removed from the group, there are solutions. One would be to have the timer only if they were kicked from the group. Or at least not to kick after the dungeon is completed.

    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.

    What kind of nonsense is assuming it would come back in exactly the same form? Plenty of MMOs remove someone from the instance once they are kicked, but give a much more generous time limit on removing anyone from the instance after last boss is dead and the activity is complete.

    And they don't have this issue because it is a common sense solution.

  • adeptusminor
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    I keep seeing this title and mistakenly amazed that the mods are letting the F-word stay on the front page lol
  • Jayman1000
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    No fix but remove that kick system so i can enjoy story, book in dungeon. Remove it.

    You know why it's there, right?

    Used to be, when you were running a dungeon, and you kicked someone who was being a problem, there was no way to make them leave the instance. Now you get booted from the instance if you're not in a group.

    So, maybe, next time, remember, keep your bag clear. Or go find a bag merchant and buy a few extra slots. Maybe train some on your horse.

    That's not at all the scenario or situation we are talking about. We are talking about the game kicking you out of the dungeon when EVERYONE ELSE has left the group and the dungeon is complete. Obviously with what you are talking about the mechanic would be fine, but that is not the case here. Dungeon removes you super fast when the group disbands because everyone has left AFTER dungeon is complete. there's absolutely no reason for this.

    This is just another "feature" in the pile of bugs that may never be fixed, or if it does get a fix, expect it to happen late 2022.

    Edited by Jayman1000 on October 27, 2018 11:51AM
  • Valrien
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    ,
    geonsocal wrote: »
    DjinnRa 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.
    geonsocal wrote: »
    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.

    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...

    Instances can only take 4 people at a time. People therefore can leave groups and refuse to leave the instance to troll people. If the cap of 4 is raised, then you can abuse it by having way more people than intended in a single dungeon and thus break the dungeon.
    Valrien Dravic -- Level 50 Dunmeri Sorcerer (EP)
    Garahel Dravic -- Level 50 Bosmeri Nightblade (EP)
    Tamriel Unlimited was a mistake. One Tamriel was a bigger mistake
  • Ackwalan
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    Valrien wrote: »
    ,
    geonsocal wrote: »
    DjinnRa 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.
    geonsocal wrote: »
    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.

    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...

    Instances can only take 4 people at a time. People therefore can leave groups and refuse to leave the instance to troll people. If the cap of 4 is raised, then you can abuse it by having way more people than intended in a single dungeon and thus break the dungeon.

    This has been explained. People are asking for the auto kick to be disabled after the last boss is killed. I suppose people could leave a mini boss or chest untouched, and once the last boss is killed, invite a ton of people in to farm bind on pick up gear, but that would be about as useful as a moldy sock.

  • geonsocal
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    Valrien wrote: »
    ,
    geonsocal wrote: »
    DjinnRa 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.
    geonsocal wrote: »
    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.

    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...

    Instances can only take 4 people at a time. People therefore can leave groups and refuse to leave the instance to troll people. If the cap of 4 is raised, then you can abuse it by having way more people than intended in a single dungeon and thus break the dungeon.

    okay then, that makes some sense - programmer/coder i am not :)
    So, the very short version of this is that, yes, there is a reason for this system to exist. It was added specifically to address abuse by members of the player base.

    Now, I'd like it if the system was changed so that the last player in an instance wasn't kicked when the group fully disbanded. With priority going to whoever didn't leave group, but, like I said, I'd be a little worried that system would break.

    no doubt people are amazingly ingenious when it comes to messing with other folks...it most definitely is a concern which needs to be addressed when implementing just about any change to the game...
    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.
    I make a point of not abandoning group if the theater scenes are playing, or people are behaving like they're in the quest, but, I'm also pretty good about talking to my groupmates, when they'll talk. So... *shrugs*
    Not... exactly the reference I would have gone for, but, I mean... you do you.

    ZMcNqcI.gif

    i still remember when i first joined the forums a couple of years ago, and, had commented on the troubles i was having with my werewolf - your response was basically - suck it up and go practice - and, you were right...the occasional hug ain't such a bad thing though :)
    PVP Campaigns Section: Playstation NA and EU (Gray Host) - This Must be the Place
  • ghastley
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    SirAndy wrote: »
    For what it's worth, if you solo the dungeon you have all the time in the world to explore after killing the last boss.

    No kick timer what-so-ever ...
    shades.gif

    So why can't a group that has been reduced to one (by everyone else leaving) continue solo? If "not in a group" isn't enough to get you booted out, then having it happen when other players leave makes no sense.
  • geonsocal
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    Ackwalan wrote: »
    Valrien wrote: »
    ,
    geonsocal wrote: »
    DjinnRa 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.
    geonsocal wrote: »
    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.

    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...

    Instances can only take 4 people at a time. People therefore can leave groups and refuse to leave the instance to troll people. If the cap of 4 is raised, then you can abuse it by having way more people than intended in a single dungeon and thus break the dungeon.

    I suppose people could leave a mini boss or chest untouched, and once the last boss is killed, invite a ton of people in to farm bind on pick up gear, but that would be about as useful as a moldy sock.

    good example - I hadn't thought of that possibility...

    never underestimate the creativity of others...

    no doubt sir andy could probably make their way from some dungeon all the way to one of the scroll temples in cyrodiil ;)
    PVP Campaigns Section: Playstation NA and EU (Gray Host) - This Must be the Place
  • Petoften
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    Valrien wrote: »
    Petoften wrote: »
    Valrien wrote: »
    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.

    Enough to grab the loot

    No, it's not, when you need to take a moment to delete some things to make room. Or other things you want to do there.
  • Aesthier
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    I really believe the dungeon should not kick you from it after the last boss for at least 5 minutes after the boss is dead or after the end quest is completed.

    This would hold true only for the people or person who did NOT remove themselves from the group.

    If a player removes themselves from the group then it should act as normal for them.


    As far as inventory management I do not see the need for creating any new "rules" on group due to this issue.
  • SirAndy
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    Valrien wrote: »
    Instances can only take 4 people at a time. People therefore can leave groups and refuse to leave the instance to troll people. If the cap of 4 is raised, then you can abuse it by having way more people than intended in a single dungeon and thus break the dungeon.

    Only force kick people from the dungeon if they leave the group or get kicked from the group before the dungeon is finished.

    Once the last boss is down there is no real reason why people can't stay for much longer to explore the dungeon ...
    shades.gif
    Edited by SirAndy on October 28, 2018 2:43AM
  • Linaleah
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    so many problems would be solved if auto kick wasn't a thing.... inventory, quests... heck just being able to go back and loot all those chests and heavy sacks that group decided to skip becasue they rushed through the place. or just being able to hang around and look at all the effort ZoS designers put into making these dungeons look amazing.

    is there an actual good reason WHY we are kicked out so quickly, instead of being given an option to leave a dungeon at our own place, like in all the other games? I mean... if you go in solo, it lets you stay inside for as long as you like.... that is assuming you can run it solo, but the point is... if you CAN stay in for as long as you like on your own.... why kick when your group has disbanded?
    dirty worthless casual.
    Reputation is what other people know about you. Honor is what you know about yourself. Guard your honor. Let your reputation fall where it will. And outlive the ***
    Lois McMaster Bujold "A Civil Campaign"
  • Linaleah
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    spartaxoxo wrote: »
    Petoften wrote: »
    So, maybe, next time, remember, keep your bag clear. Or go find a bag merchant and buy a few extra slots. Maybe train some on your horse.

    People need to stop stating the obvious on inventory and derailing. I spend all my gold on inventory upgrades. I buy a horse slot daily. That is derailing the thread. Stick to the topic, the need to remove this kick.

    If the issue is people not kicked from the dungeon when they're removed from the group, there are solutions. One would be to have the timer only if they were kicked from the group. Or at least not to kick after the dungeon is completed.

    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.

    What kind of nonsense is assuming it would come back in exactly the same form? Plenty of MMOs remove someone from the instance once they are kicked, but give a much more generous time limit on removing anyone from the instance after last boss is dead and the activity is complete.

    And they don't have this issue because it is a common sense solution.

    THIS.

    I have kicked and rarely but have been kicked from group dungeons in other games. it just removes the person from the group AND the dungeon if they were VOTED out. however.... once that "actovity complete" or its equivalent popped out? you weren't rushed out. you could turn in the quests, you could figure out your bags, you could wonder around and look up for as long as you stayed online. why can't we have that? no.. do NOT say becasue its ESO, not other games. there is NO virtue in being different for the sake of being different.
    dirty worthless casual.
    Reputation is what other people know about you. Honor is what you know about yourself. Guard your honor. Let your reputation fall where it will. And outlive the ***
    Lois McMaster Bujold "A Civil Campaign"
  • lagrue
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    I think you should plan ahead and manage your inventory better.

    I also think when you get kicked from a dungeon that rather than be sent back to wherever you were before starting, that the game clones the instance, down to the loot on the ground, and drops you into that separate instance to grab what you need. (This way you can "remain" but also can't annoy the other players by running in the middle of their fights and causing chaos as a solo player.) Effectively you stay in the dungeon, and you cannot grief the people who kicked you.

    I think when a final boss is killed in a dungeon that regardless of disbanding etc. that everybody should be able to remain as long as they want, with a menu option under group titled "Leave Dungeon" being added so people can leave at will, the same way they can with groups.

    Honestly some players really test my patience lagging behind on every boss, and I usually tolerate because I know I can 2-3 man anything ahead without them, but then those same people start to get salty when they catch up and realize you burned through a boss without them. They get mad they spent 2 minutes in the last room and therefore missed out on a loot. That's where I draw the line. If you expect to hold up 3 other players and genuinely believe they should be forced to wait for you to proceed, that's where my sympathy ends. It's nobody else's fault you can't manage your inventory.
    "You must defeat me every time. I need defeat you only once"
  • Tan9oSuccka
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    todokete wrote: »
    Kicking is fine. Not allowing lower CP queue for some stuff is what's needed

    I think you missed what he’s saying.

    When you finish a dungeon, people disband and it auto kicks people out.

    Ol boy ran in with a full inventory and was trying to clear space before it auto kicked him out.
  • Ranger209
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    Petoften wrote: »
    So, maybe, next time, remember, keep your bag clear. Or go find a bag merchant and buy a few extra slots. Maybe train some on your horse.

    People need to stop stating the obvious on inventory and derailing. I spend all my gold on inventory upgrades. I buy a horse slot daily. That is derailing the thread. Stick to the topic, the need to remove this kick.

    If the issue is people not kicked from the dungeon when they're removed from the group, there are solutions. One would be to have the timer only if they were kicked from the group. Or at least not to kick after the dungeon is completed.

    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.

    Thing is the last person isn't leaving the group, they are the group at that point, just like entering solo and being the only one in the group from the get go.
  • C3N50R3D
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    One real issue is not being able to space skip long quest turn-ins before people disband and you are autokicked and have to redo for skill point just to level an alt.
  • starkerealm
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    Glurin wrote: »
    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.

    I don't have ESO+.

    My bank is filled to bursting with crafting mats, one stack of each, not including anything below rubedite tier and shared between my few characters. I've only got two more upgrades left on it I think, which are a pretty good chunk of change for me. Character inventory is about the same stage of upgrades. I have a couple of alts and storage containers in my house for what I consider long term item storage like armor and weapons and such that I may not be currently using but want to hang onto all the same.

    Even so, I still have a good fifty+ slots at minimum taken up just by stacks of other crafting mats that the bank doesn't have room for. Not to mention all these new mats that keep getting added like jewelry crafting has that involve collecting ten broken ones to make one usable one. Add to that potions, food, spare sets of gear needed for different types of activities, crafting writs that I intend to complete once trait research finishes or I get the style required, a small handful of surveys/treasure maps that I try to stay on top of so they don't overwhelm me, fishing bait, a stack of filled soul gems, a stack of empty soul gems, etc. etc.

    All in all, I consistently pack around at least 150 items all the time because I don't have room to put them anywhere else. Often a bit more.

    That being said, before I go into a dungeon, I make sure to do a thorough clean out and give myself as much space as I can. Sometimes the group doesn't even give you time to pick through the loot. You just have to loot everything and go and keep a mental inventory of stuff you've looted that you can quickly dispose off as soon as you get the chance to delete it from your bag. I make it work, but it can get a little nail biting at times when something good drops and you don't have room to pick it up.

    I can tell you what the old solution for this was, back before the crafting bag existed: Mules.

    You designate characters, probably two in your case. You max out their inventories, load 'em to the gills, and only log onto them to pull stuff out, or move stuff into their bags.

    To a limited extent, the storage chests offer a similar option (360 slots total, vs 400 for two mules) though those do require you to engage with the Voucher or Tel Var systems or to buy them with real money.

    You also need a house that can store them. (The free starter houses are one chest per without ESO+.) If you got the Psijic Grand Villa, you're covered. Also, if you're using the voucher system, it does make a nice place to setup a crafting base. Even if it is a bit out of the way.

    However, those are your convenient options.
  • starkerealm
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    geonsocal wrote: »
    Ackwalan wrote: »
    Valrien wrote: »
    ,
    geonsocal wrote: »
    DjinnRa 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.
    geonsocal wrote: »
    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.

    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...

    Instances can only take 4 people at a time. People therefore can leave groups and refuse to leave the instance to troll people. If the cap of 4 is raised, then you can abuse it by having way more people than intended in a single dungeon and thus break the dungeon.

    I suppose people could leave a mini boss or chest untouched, and once the last boss is killed, invite a ton of people in to farm bind on pick up gear, but that would be about as useful as a moldy sock.

    good example - I hadn't thought of that possibility...

    never underestimate the creativity of others...

    no doubt sir andy could probably make their way from some dungeon all the way to one of the scroll temples in cyrodiil ;)

    Well, here's one to think about, for sadistic creativity. If we had a system where the instance didn't remove the last player, they could clear the final boss of FG1 by skipping the crab and dreugh bosses. They could then pull replacements into the instance from the groupfinder. Except, the instance can't be completed, because the final boss can't be killed again. Clearing the other bosses doesn't clear the instance. They could keep inviting people in, and letting them rage quit.

    Which, by the way, can happen on live, if you've got an accomplice. And with two, there's no way to get a kick vote to remove them.

    I haven't encountered this since before Summerset, but there are certainly some nefarious ways the system can already be abused.
  • SirAndy
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    Well, here's one to think about, for sadistic creativity. If we had a system where the instance didn't remove the last player, they could clear the final boss of FG1 by skipping the crab and dreugh bosses. They could then pull replacements into the instance from the groupfinder. Except, the instance can't be completed, because the final boss can't be killed again. Clearing the other bosses doesn't clear the instance. They could keep inviting people in, and letting them rage quit.
    Which, by the way, can happen on live, if you've got an accomplice. And with two, there's no way to get a kick vote to remove them.
    I haven't encountered this since before Summerset, but there are certainly some nefarious ways the system can already be abused.

    Easy fix, once the last boss is dead, you can't invite anyone into the instance anymore.

    Again, that's 5 lines of code max. None of this is rocket surgery ...
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  • Leocaran
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    SirAndy wrote: »
    Easy fix, once the last boss is dead, you can't invite anyone into the instance anymore.
    Also fixes a 'problem' with remaining chests 'abuse' mentioned above.
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