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Hel Ra Citadel - Solution to an years old issues

deleted008293
deleted008293
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Dear ZOS,

As you might already noticed there is one particular issue with this trial in which the instance tend to bug out causing a lot of drama, rage, time and resources to be wasted. The issue starts as soon as we defeat the first boss and we are grouping to go towards second bosses, and are triggered in the following cases.
- Players goes LEFT then change their mind and go on RIGHT or does that to make room for a key role such as tank or healer. In this particular case the instance will not de-register the players who entered on the LEFT path, thus making the gate to SHUT with less than ideal players inside.
- Players goes LEFT or RIGHT and then rage quit before clearing Second bosses. Again the game does not un-register the players that disconnected or quit, causing issues.
A possible fix might come with a slightly redesign of the trial by removing the current system that make the gates to shut and replace it with pressure plates instead by using the following model.
- After first boss, the LEFT gate opens, 6 left players go inside and then position themselves on 6 pressure plates closing the Left Gate and opening the Right Door.
- Once the 6 right players enter and position themselves on 6 pressure plates, the Right Door shut and adds start coming.
- Battle starts, Right group clear trash and open the second and third Left Gates then enter Right Boss Chamber and Wait.
- Left group just clear trash then enter the Left Boss Chamber and Wait.
- Once the trash adds have been defeated on left and right, all door and gates Open, allowing players to switch places if necessary or refill if someone crashed or left team.
For the second bosses chambers:
- Left and Right adds & bosses should NOT be released unless 6 players are inside their specific boss chambers and then position themselves on a new set of 6 and 6 pressure plates.
- Once the 6/12 players are sitting on the 6/12 platforms, the gate behind the players should close the adds and bosses start coming.
- Once out of combat that specific gate should open allowing players to refill or swap places if necessary.
- To go towards the last boss and the army before last boss, players should pull the 2 levers as usual.

OPTIONAL: To prevent exploiting, by using the best team of 6 to clear both bosses, the second bosses should apply a TIME debuff similar to the one from MOL twins.

Questions? Comments? Possible exploits or flaws? Please analyze if this design could be actually implemented and fix a several years old bug that made a lot of rage lately.
  • idk
    idk
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    Your first situation should only happen with a poorly run group or an inexperienced player who did not hear the explanation or whoever is running the group did not bother to explain. The mechanic is working as intended. Poor planning is not a reason for redesign.

    The second situation is the only one that needs to be addressed as people do DC which is no ones fault.

    Edit: rewording
    iirc, if you do need to move players around for whatever reason iirc you can travel to each other, that places you at the front. If you need a replacement and they cannot enter the correct side then this can be done as well.

    Edit: since it is a rare situation I have seen need for this the details may be a little rusty but I am pretty sure this is correct.
    Edited by idk on June 9, 2019 4:32PM
  • deleted008293
    deleted008293
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    It doesn't always work, if everyone dies and go to the wayshrine there is still a huge chance that the specific gate to be shut with less than ideal players within.
    Porting to a player also does not always solve the issue.
    From what I've noticed the game register not just the amount of players inside but also their names. Haven't tested it tho.

    And yes all the above problems came from zone pugging this raid which to be honest a fairy larger amount of players are doing that.
  • idk
    idk
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    If it does not always work it would still make more sense to fix the current design than to create an entirely new one that has a good chance of being broken.

    Zos may also find the occurrence of this is so rare they will do nothing, but that is a different issue. When it happens, report it with as much detail as possible.
  • deleted008293
    deleted008293
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    Well not much to be added anyway... maybe just add an trigger to OPEN all gates before starting the boss on the left and or right. And Shut the gates while in fight.
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