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"Removing from Area" timer will be adjusted to 2 minutes

  • idk
    idk
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    oddbasket wrote: »
    This is bad, they need to an option to press E to skip the timer and leave immediately for those dungeons that do not have an exit at the final boss.

    I've always thought they could have added the NPC outside the dungeon for you to find if you've completed the quest and have't turned it in, just like the public dungeons.

    Travel to someone. It is better than the one person on a quest getting booted because everyone left and it keeps it simple.
    Really, idk
  • runkorkoeb17_ESO
    runkorkoeb17_ESO
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    Shawn_PT wrote: »
    This is great news. However, what will happen to the 'Jump failed, instance full' issue now when we replace a party member?
    no it wont
    reread the changes
    oddbasket wrote: »
    This is bad, they need to an option to press E to skip the timer and leave immediately for those dungeons that do not have an exit at the final boss.

    I've always thought they could have added the NPC outside the dungeon for you to find if you've completed the quest and have't turned it in, just like the public dungeons.

    No, you can leave at any time. The 2 minutes is for the last guy left. Its not going to take 2 minutes to leave a group/dungeon.

    i do wonder though... if in banished cells, will two minutes be enough time for them to banish rillis and for me to get the quest perk
    RP there is a 1m and a half, so yes :)
    Edited by runkorkoeb17_ESO on September 17, 2019 10:32PM
  • zaria
    zaria
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    richo262 wrote: »
    oddbasket wrote: »
    This is bad, they need to an option to press E to skip the timer and leave immediately for those dungeons that do not have an exit at the final boss.

    I've always thought they could have added the NPC outside the dungeon for you to find if you've completed the quest and have't turned it in, just like the public dungeons.

    There is, use the door. It is usually faster than waiting for the old timer anyway.
    Door is not always nearby, BC1 or 2 is an example. Still you can just port out.
    I tend to do if some want to explore. I just tell them to drop group then done.

    Honorable mention to the guy who, did an TY for group, exit door and left group at the exit in FG2, forgetting the last boss :)
    He was the pug, we was on voice and laughed a lot, before finding his name in chat and re-invite
    He was very happy understanding he had not done the pledge :)

    Grinding just make you go in circles.
    Asking ZoS for nerfs is as stupid as asking for close air support from the death star.
  • code65536
    code65536
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    richo262 wrote: »
    oddbasket wrote: »
    This is bad, they need to an option to press E to skip the timer and leave immediately for those dungeons that do not have an exit at the final boss.

    I've always thought they could have added the NPC outside the dungeon for you to find if you've completed the quest and have't turned it in, just like the public dungeons.

    There is, use the door. It is usually faster than waiting for the old timer anyway.

    The post that you replied to specifically said, "for those dungeons that do not have an exit at the final boss". And your response is to use the exit door?

    That said, it would be nice if ZOS would finally address this for the dungeons that are affected. Bloodroot Forge, for example, can only be exited by porting out or by leaving group.
    PC/NA ― GM of Nightfighters
    PC/EU ― Member of WipeKings

    Dungeons and Trials:
    Personal best scores:
    Dungeon trifectas:

    Add-Ons: Item Set BrowserLoot LogDeconstruction Junk MarkerRaidificatorPurge TrackervHoF Status PanelAsylum Status PanelDungeon TimerCombat AlertsSmart LooterEvent Collectibles

    Guides: Sunspire MechanicsScalebreaker Dungeon Hard ModesKyne's Aegis Mechanics

    Media: YouTubeTwitch
  • code65536
    code65536
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    Dungeons where a "natural" exit (walk through the exit door) is exceptionally inconvenient:
    • Volenfell: A very long hike from the quest completion area to the dungeon exit. If someone is doing the quest, this is exacerbated by the skeletons placing people in permanent combat, preventing them from porting out normally.
    • Elden Hollow I: There should be a portal that takes you back to the entrance area, but this portal appears only if someone is doing the story quest.
    • City of Ash I: No exit shortcut at all, requiring a complete backtracking of the dungeon.
    • City of Ash II: A short hike to take the Sigil Stone, which just places you back at the Inner Grove (same area as the CoA1 final boss), which is a long ways from the dungeon entrance.
    • Direfrost Keep: No exit shortcut at all, requiring a complete backtracking of the dungeon.
    • Bloodroot Forge: Literally impossible to exit naturally.
    • Falkreath Hold: Literally impossible to exit naturally (the direct path from the keep to the town remains barricaded even after the dungeon is completed, and backtracking is impossible due to the 1-way drop down before the 4th boss).


    "Honorable mention" dungeons where a "natural" exit is mildly inconvenient but not really that bad.
    • Banished Cells I/II
    • Tempest Island
    • Fungal Grotto I
    • Darkshade Caverns I/II
    • Arx Corinium
    • Blessed Crucible
    • White-Gold Tower
    • Imperial City Prison
    • Ruins of Mazzatun
    • Depths of Malatar
    Edited by code65536 on September 17, 2019 11:32PM
    PC/NA ― GM of Nightfighters
    PC/EU ― Member of WipeKings

    Dungeons and Trials:
    Personal best scores:
    Dungeon trifectas:

    Add-Ons: Item Set BrowserLoot LogDeconstruction Junk MarkerRaidificatorPurge TrackervHoF Status PanelAsylum Status PanelDungeon TimerCombat AlertsSmart LooterEvent Collectibles

    Guides: Sunspire MechanicsScalebreaker Dungeon Hard ModesKyne's Aegis Mechanics

    Media: YouTubeTwitch
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