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Being removed from dungeons before being able to hand in quests

JordanSharp
JordanSharp
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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!
Edited by ZOS_Icy on February 22, 2022 1:31PM
  • kathandira
    kathandira
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    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've had that happen. It sucks = /

    inb4: "If you want to play your way, form your own group"
    PS4-NA. Breton Templar Healer, Bosmer Stamplar, Breton Magplar, Orsimer StamDK, Dunmer MagDK, Khajiit StamNB, Dunmer MagNB, Argonian Warden Tank, Altmer Magsorc
  • rumple9
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    Happened to me many times
  • Dawnblade
    Dawnblade
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    How hard is it to just not auto port people out of the dungeon at the end if the other people drop?

  • DMuehlhausen
    DMuehlhausen
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    Dawnblade 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
    JordanSharp
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    Dawnblade 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?
  • MartiniDaniels
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    Dawnblade 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?
  • Tasear
    Tasear
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    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.
  • Iselin
    Iselin
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    It's annoying. BC1 is the worst offender but there are several others where you can miss it if everyone disbands right away.

    If I'm in one of those (BC1, EH1, Selenes, etc.) leveling an alt, I ask someone in the group to stay and someone always does for me, but I pity the first timers that don't know it's coming.
  • kringled_1
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    Volenfell is pretty bad also, especially because the quest npc sometimes takes a really long time to show up in the final area where you turn in. I generally have pretty good luck if I tell people both beforehand that I'm on the quest and just before the final boss. But sadly not every single time.
  • Dawnblade
    Dawnblade
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    Dawnblade 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.

    So how hard is it to only auto port people out of the dungeon IFF one of the following apply, they are kicked from the group OR they actively remove themselves from the group?
  • zaria
    zaria
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    Dawnblade 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?
    In the start you had to enter manual, it was no dungeon finder, in that chase you are not removed.
    At end of dungeon this should not apply so people are not kicked.
    you should also not be able to queue for dungeon after finishing it.
    Yes some who farms don't realize you have to reset it so you enter an empty dungeon.

    Say you need quest before and after the last boss it tend to help. Do quest on normal, most do it there so increased chance other need it, people also tend to leave at once after messy runs but if you carry group they will be grateful.
    Grinding just make you go in circles.
    Asking ZoS for nerfs is as stupid as asking for close air support from the death star.
  • Amadis001
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    I have had very good success with PUGs by simply texting "I have the quest. Please give me a minute at the end to turn it in. Thanks!" Most or all of the group will wait for me at the end.

    Also -- if you need to do the quest and are having this problem, I suggest you do it on Normal. People in Vet are sometimes grumpy about people who have not run the dungeon at least once on Normal slowing them down.
    // Amadis of Gaul -- DK Nord (Lvl 50 CP 1000)
  • Taleof2Cities
    Taleof2Cities
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    Surely they should be able to trigger this to no longer apply when the instance is completed?

    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.
  • DMuehlhausen
    DMuehlhausen
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    Dawnblade 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?

    Cause the making badger skin or bear mount is a different team so it wouldn't matter. It should be done. They should also make it so your dungeon timer doesn't start until you hit an enemy or heal a group member. It's stupid that I get put into some that are in a group that obviously can't finish the content yet I'm penalized.
  • Waseem
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    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.
    PC EU

  • Deyirn
    Deyirn
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    After I figured how this stuff works I simply gave up on waiting to hear the quest text and just skipped it. I still don't really know what happens in the dungeons story-wise and I think after I've missed it the first time, there is no going back. xD I can just assume by the dialogues that play anyways or I can read up on it or watch videos.

    Certainly isn't the end of the world, but it sucks that it has to be like that when it obviously could be better. Maybe there should be added some barrier that prevents others from progressing further until there are people still listening to NPCs talking and in the end when everyone leaves the party, it should take about 2 minutes before it teleports you out, or better yet - not teleport you out unless you decide to do so.
  • idk
    idk
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    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!

    Some do have particularly long dialogue that cannot be overridden.

    I expect Zos can see the common sense to this request as it is so blatent. They should also understands this is extremely easy for them to rectify by setting the timer to the longest dialogue, including interaction time, plus a few seconds to be safe.

    This is a no brainer, and as mentioned, so easy to fix since it can be a one size fits all solution.

    @ZOS_GinaBruno @ZOS_MattFiror
  • DMuehlhausen
    DMuehlhausen
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    Waseem wrote: »
    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.

    It normally works, sometimes it doesn't. I've even been removed for saying this and getting a message saying they didn't want to wait.
  • Itacira
    Itacira
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    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 ? :expressionless:
    PC/EU - PVE 2H stam orc petsorc (meta, what meta?) ww - terrible dps - mediocre player - fun times - free ww bites to whomever asks so don't be shy if interested
  • richo262
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    Auto boot should only occur when a) You are there alone and b) there is no quest to cash in (except pledge obviously). Once both are satisfied, the removal timer could be sped up as far as im concerned.

    Also, there is a boss on Dark Shade Cavern that is near the quest cash in point, this boss often gets over looked. If a team leaves with that boss still alive, you won't be cashing in your quest before the timer runs out. You also won't be cashing in your quest even if the timer doesn't run out. You'd have to creatively die, only to respawn on the other side of it in the hopes you don't agro it where you revive.

    Could be solved in a number of ways.

    1) Go through the Dungeons with this problem (only a handful) and move the quest reward giver near the final boss.
    2) Have it so you can cash in the quest next time you enter that dungeon, to the quest giver.
    3) Adjust the timer to not start unless the Dungeon quest is satisfied (This doesn't help much on the Dark Shade)
  • starkerealm
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    Itacira 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 ? :expressionless:

    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.
  • Itacira
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    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???

    PC/EU - PVE 2H stam orc petsorc (meta, what meta?) ww - terrible dps - mediocre player - fun times - free ww bites to whomever asks so don't be shy if interested
  • mzprx
    mzprx
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    Waseem wrote: »
    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?
  • idk
    idk
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    Tasear wrote: »
    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.

    Players do not always wait even when it is asked in chat. Also, suggesting that players use guilds admits the very obvious flaw that Zos could very easily fix.

    Of every suggested and mentioned in these forums the easiest fix is this by just adding more time to the timer that kicks players out. It is that simple and brings no harm to anything Zos.
  • starkerealm
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    mzprx wrote: »
    Waseem wrote: »
    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?

    It works far more often than not. In fact, I've only ever encountered one group that was actively hostile to someone running the quest, and I've run so many dungeons.

    I'm not saying this never happens, but it is in the extreme minority of situations.
  • JordanSharp
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    Itacira 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???

    I agree, I like to read and listen to the dialogue to all quests but Ive never once done it in a dungeon because it's just not feasible - everyone is always in such a rush to get that daily random out of the way. I also don't necessarily see the point in forming my own group for a random normal dungeon when they're so easy to pug. Beggars can't be choosers I guess 😞
  • Sekero
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    Itacira 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 ? :expressionless:

    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.

    The final dialogue in BC1 before you can hand in the quest is MUCH longer than 1 minute. Closer to 3, I'd say
  • SydneyGrey
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    I've been booted before I could complete the quest a couple of times.
    There have been many more situations where I said at the start I was doing the quest, then reminded them at the end to "please wait for the quest to finish," and STILL two people would leave, and I'd be having to beg the last one to stay until the insanely long dialogue scene was done. It's no fun. That's happened multiple times, because people don't give a flying fart.
    I only do the quests on normal-mode, because I don't want to hold people up when they're doing veteran. When you're in a normal-mode dungeon, people have to understand that there will be players doing the quests.

    Basically, if anyone doesn't want to wait for others to do the quest, then don't do the dungeons on "normal."

    ZOS has to fix this. It's awful.
  • geonsocal
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    well, the answer to this whole situation is clearly: you should do a better job at managing your inventory ;)
    PVP Campaigns Section: Playstation NA and EU (Gray Host) - This Must be the Place
  • ivanakamarkus
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    just happend to me, ZOS FIX THIS
This discussion has been closed.