JordanSharp wrote: »Please for the love of God if you are going to put 5 minute long dialogue scenes at the end of dungeons at least increase the amount of time it takes before you get removed when everyone leaves.
The amount of times I've been removed from dungeons before being able to hand in the quest is ridiculous and to top it all off if you go back to the dungeon to hand the quest in it resets the quest!
How hard is it to just not auto port people out of the dungeon at the end if the other people drop?
DMuehlhausen wrote: »How hard is it to just not auto port people out of the dungeon at the end if the other people drop?
The issue is that is how it was at launch. If you removed somebody they never got ported out and could just troll you. If they don't leave you couldn't get a replacement cause it was full. So instead of trying to come with a better solution they just put remove from instance timer if you leave or are removed from the group.
JordanSharp wrote: »DMuehlhausen wrote: »How hard is it to just not auto port people out of the dungeon at the end if the other people drop?
The issue is that is how it was at launch. If you removed somebody they never got ported out and could just troll you. If they don't leave you couldn't get a replacement cause it was full. So instead of trying to come with a better solution they just put remove from instance timer if you leave or are removed from the group.
I knew they must have had their reasons for this, I just never decided to research why.
Surely they should be able to trigger this to no longer apply when the instance is completed?
DMuehlhausen wrote: »How hard is it to just not auto port people out of the dungeon at the end if the other people drop?
The issue is that is how it was at launch. If you removed somebody they never got ported out and could just troll you. If they don't leave you couldn't get a replacement cause it was full. So instead of trying to come with a better solution they just put remove from instance timer if you leave or are removed from the group.
In the start you had to enter manual, it was no dungeon finder, in that chase you are not removed.JordanSharp wrote: »DMuehlhausen wrote: »How hard is it to just not auto port people out of the dungeon at the end if the other people drop?
The issue is that is how it was at launch. If you removed somebody they never got ported out and could just troll you. If they don't leave you couldn't get a replacement cause it was full. So instead of trying to come with a better solution they just put remove from instance timer if you leave or are removed from the group.
I knew they must have had their reasons for this, I just never decided to research why.
Surely they should be able to trigger this to no longer apply when the instance is completed?
JordanSharp wrote: »
Surely they should be able to trigger this to no longer apply when the instance is completed?
MartiniDaniels wrote: »JordanSharp wrote: »DMuehlhausen wrote: »How hard is it to just not auto port people out of the dungeon at the end if the other people drop?
The issue is that is how it was at launch. If you removed somebody they never got ported out and could just troll you. If they don't leave you couldn't get a replacement cause it was full. So instead of trying to come with a better solution they just put remove from instance timer if you leave or are removed from the group.
I knew they must have had their reasons for this, I just never decided to research why.
Surely they should be able to trigger this to no longer apply when the instance is completed?
Why add few lines of code to exclude finished activity from out-of-group rule, if outsourced programmers may be tasked with badger skin for bear instead?
JordanSharp wrote: »Please for the love of God if you are going to put 5 minute long dialogue scenes at the end of dungeons at least increase the amount of time it takes before you get removed when everyone leaves.
The amount of times I've been removed from dungeons before being able to hand in the quest is ridiculous and to top it all off if you go back to the dungeon to hand the quest in it resets the quest!
I had this issue and discovered the solution:
Saying " I have quest here" anytime during the dungeon will let players understand that you need to finish it.
Taleof2Cities wrote: »It would be easier to simply let the dungeon group know up front that you're doing the quest (in group chat) ... rather than have ZOS apply additional layers of red tape to group/dungeon finder mechanics.
I haven't timed any of the post-final boss quest conclusions, but 5 minutes is an exaggeration.
Taleof2Cities wrote: »It would be easier to simply let the dungeon group know up front that you're doing the quest (in group chat) ... rather than have ZOS apply additional layers of red tape to group/dungeon finder mechanics.
I haven't timed any of the post-final boss quest conclusions, but 5 minutes is an exaggeration.
Except the group doesn't always read the chat? especially on normal when they just want to rush their daily random?
What a strange reaction you have to this post, truly. I mean, why ask ZOS to fix their game's issues when we can try and pretend there aren't any ?
starkerealm wrote: »I mean, he's not wrong. I'd be surprised if there's a post dungeon theater sequence that runs for more than 60 seconds. Still, the timer to removal is 10 seconds, so there is a problem here.
I had this issue and discovered the solution:
Saying " I have quest here" anytime during the dungeon will let players understand that you need to finish it.
I know it's not much help but there are guilds now for such things. One I recall us the scholar society. Also try asking them to wait a min while you turn in, as people are usually accomdating.
I had this issue and discovered the solution:
Saying " I have quest here" anytime during the dungeon will let players understand that you need to finish it.
i got kicked by the group more often than not for saying this. they didn't want to wait for me, as they were steamrolling through the dungeon. they simply saw me as a hindrance and voted to kick me. or they simply did not care and just left after the dungeon was done. your "solution" sounds great, but in reality it does not work. mostly..
i mean, how hard can it be? to code the game to kick you (if you have the dungeon quest active and the dungeon has been cleared) after finishing the quest when the group disbands?
starkerealm wrote: »I mean, he's not wrong. I'd be surprised if there's a post dungeon theater sequence that runs for more than 60 seconds. Still, the timer to removal is 10 seconds, so there is a problem here.
Five minutes may be an exageration, but for someone who reads and listens to the dialogue it may take longer than 1min. Following the quest plot when you're under pressure from the timer doesn't help either. What's the point of taking the time to write a quest and record the actors if the player has to rush through it in order to hand in the quest???
starkerealm wrote: »Taleof2Cities wrote: »It would be easier to simply let the dungeon group know up front that you're doing the quest (in group chat) ... rather than have ZOS apply additional layers of red tape to group/dungeon finder mechanics.
I haven't timed any of the post-final boss quest conclusions, but 5 minutes is an exaggeration.
Except the group doesn't always read the chat? especially on normal when they just want to rush their daily random?
What a strange reaction you have to this post, truly. I mean, why ask ZOS to fix their game's issues when we can try and pretend there aren't any ?
I mean, he's not wrong. I'd be surprised if there's a post dungeon theater sequence that runs for more than 60 seconds. Still, the timer to removal is 10 seconds, so there is a problem here.