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Dungeons not allowing people through specific doors for a long time, if at all

malistorr
malistorr
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Please comment if you're experiencing the same issues. Only then will the devs pay attention! Xbox NA for me, but may be happening for everyone.
This has been an ongoing issue for years. I've played on PC and now on Xbox NA. There are very specific doors in dungeons that don't allow players to pass until up to a few minutes after the room has been cleared of enemies. Here are the ones that I remember off the top of my head that are always an issue.

1. Right after Uulgarg the Hungry in Wayrest Sewers
2. Right after Stormfist in Tempest Island
3. Right after Hollow Heart in Blackheart Haven

And a 2nd but related issue, the door right after Slimecraw in Wayrest Sewers can be bugged and not let anyone pass at all. If only some of the players make it to the Slimecraw fight and are there when all the enemies are killed, the talking scene in that room may not trigger and the NPC may never open the door. This can still happen even today. Although I remember it being much worse in the past and they at least partially "fixed it".
Edited by malistorr on December 16, 2021 10:00PM
  • Fennwitty
    Fennwitty
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    The Wayrest one seems to be caused by a random mob way back that was left alive, and people are stuck in combat.

    When groups I've been in very methodically kill *everything* it doesn't happen.

    When groups I'm in just sprint to the bosses, the chance a lone crocodile was aggroed and unable to pursue becomes a lot higher.

    I haven't done as often the Stormfist fight, but I frequently have observed a single archer gets stuck outside the broken walls and is very difficult to kill, leaving people still stuck in combat.

    I would love a fix. Whether it's making them give up sooner or what.
    Edited by Fennwitty on December 16, 2021 8:45PM
    PC NA
  • malistorr
    malistorr
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    I think what you've mentioned can definitely happen also, but my experiences have been that the doors do as described regardless of anything being left alive before them or not.
  • Fariahni
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    Wayrest Sewers: The crocodiles at the beginning can aggro onto you and your team from below. When you read the crocodile boss, open your map and see if the edges of your screen are flashing red. If it is, you're in combat. Go back and kill the crocodiles.

    Tempest Island: Right before the lightning attros, there are mobs positioned on walls. Sometimes they go the wrong direction and get stuck and don't die. Once again, check for in-combat. If so, go back across the bridge and kill the mob. Or crouch at the door. Sometimes the mob is unreachable. I think that's a bug.

    Blackheart Haven: Birds in the sky, birds that just won't die. Look up, there are often birds left alive or in walls. Check for in combat, kill them if you can find them. Or crouch.

    Your points are valid, these are bad placements of mobs that should be addressed to make dungeons smoother and more reliable.
  • malistorr
    malistorr
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    In all 3 of the examples, all the enemies are 100% dead. The doors just don't allow people through for a few minutes in a lot of cases. Without killing any more enemies (since they're all dead already) the doors suddenly just start letting players to pass. A lot of times they will allow only a player or 2 to pass 1st. Then after another minute or 2, more players will be allowed through. I've been stuck at these doors when other players were let past. Then eventually it will let me pass as well. This is without ANY visible enemies left alive prior to these points in the dungeons. So either yes, there are invisible enemies stuck in walls that no human player can possibly see (which is a bug that needs to be fixed)(But this probably isn't the case because if it was, nobody would be let through the doors at all which is not my experience), or the doors are just bugged exactly as I described and need to be fixed. In these cases all 4 players are waiting right in front of the door so I can see them all. Nobody leaves and goes back to kill any leftover enemy. The door just doesn't let anyone pass and then slowly it eventually does over the next few minutes with nothing at all happening other than us sitting there bored and waiting. Also a side note, I've probably done each of these dungeons literally a few hundred times each. So my comments are based on a whole lot of experience over years.
    Edited by malistorr on December 16, 2021 9:57PM
  • UntilValhalla13
    UntilValhalla13
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    I never understood why the whole "stuck in combat" thing prevented people from using doors. Even one of the loading screen tips used to say that if you can avoid being hit for like 5 seconds, you can escape out a nearby door. I guess that doesn't apply to dungeons...
  • LashanW
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    I never understood why the whole "stuck in combat" thing prevented people from using doors. Even one of the loading screen tips used to say that if you can avoid being hit for like 5 seconds, you can escape out a nearby door. I guess that doesn't apply to dungeons...
    It's just a problem with older base game dungeons. DLC dungeons work as expected.
    ---No longer active in ESO---
    Platform: PC-EU
    CP: 2500+
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  • notachik
    notachik
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    PS4 NA..here’s what I noticed is happening..if you hit the options you will see the red trace around your screen indicating you are in combat..you can’t interact with the door till you are “out of combat”..it lags awhile for some longer than others..and if the first person threw the door before others can get in runs forward and starts fighting than it takes even longer..this will happen whether you kill every enemy on the way to the boss or not.(my experience is with tempest island,had it a little in wayrest,haven’t been to haven in awhile cause I don’t care for that one)
  • etchedpixels
    etchedpixels
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    Tempest is just broken - with a misplaced character behind a wall that still isn't fixed despite god knows how many guild members I know all having reported it over the months.

    You can usually unbug it by crouching for a bit but it's annoying when your speedrun gets ruined by an ancient unfixed game bug.
    Too many toons not enough time
  • redspecter23
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    Tempest Island is definitely bugged right now. There is a mob on the wrong side of a wall at the camp right before Stormfist. In over 20 runs, I have not been able to defeat this mob as the wall blocks access to it. If you crouch or wait by the door, it will open eventually.

    In Blackheart, it's also likely a mob left alive. The harpies in particular can get bugged out and not drop down, making them easy to miss. You can usually range them if you notice they haven't dropped down.

    Wayrest is typically the crocodiles at the start of the dungeon. They will usually aggro on the group even if you don't attack them directly. They will then get stuck under one of the grates and be unable to fully path to you but not ever leave combat. I make it a habit to kill the 3 crocodiles in the sewer water in the first mob section and the door never gets stuck.
  • Fennwitty
    Fennwitty
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    Tempest Island is definitely bugged right now. There is a mob on the wrong side of a wall at the camp right before Stormfist. In over 20 runs, I have not been able to defeat this mob as the wall blocks access to it. If you crouch or wait by the door, it will open eventually.

    I was able to kill it once by dropping destruction staff ult on the other side of the wall. Most of my abilities wouldn't actually land on the other side, but that one did.
    Edited by Fennwitty on December 17, 2021 4:56PM
    PC NA
  • Necrotech_Master
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    most ground based AOE (templar spear shards, caltrops, etc) will be able to hit that 1 enemy in tempest that is bugged, can usually kill it pretty quickly since it is a weak mob

    my experience though is the tempest island bugged enemy is a much more recent bug (within the last 6 months) than the door issues in wayrest (on and off for years)
    plays PC/NA
    handle @Necrotech_Master
    active player since april 2014

    i have my main house (grand topal hideaway) listed in the housing tours, it has multiple target dummies, scribing altar, and grandmaster stations (in progress being filled out), as well as almost every antiquity furnishing on display to preview them

    feel free to stop by and use the facilities
  • malistorr
    malistorr
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    Yeah my whole point is that some of these have existed in some form or another for years now. They have been partially fixed or changed possibly more than once but never actually fixed so they do not and cannot happen. They still need work and this should be a high priority. If people barely have time to play the game and just want to do a quick 15-minute dungeon, having to wait a few extra minutes for a door to let you through kind of kills the experience. And I do think that there is an actual issue where the doors sometimes just don't let people through for a delayed time because like I said, nobody goes to kill any more enemies but the door just lets people pass after a couple minutes and only 1 or 2 at a time. If there were agroed enemies leftover it should not let anyone pass until the enemy is killed and it does let us pass eventually in a delayed manner.
  • Necrotech_Master
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    the whole "you cant use doors in combat" thing has always kind of irked me, the previous MMO i played was city of heroes/villains and you could always use door interactions even while in combat (there was no actual "in combat" state in that game though)

    other things such as interacting with a quest objective and getting attacked should interrupt you, but being in combat should not lock you out of going through a door (and its very clear they have this programmed in here because you can use an outlaw refuge door while being attacked by a guard, or a keep door in cyrodiil with 20 players hitting you)
    plays PC/NA
    handle @Necrotech_Master
    active player since april 2014

    i have my main house (grand topal hideaway) listed in the housing tours, it has multiple target dummies, scribing altar, and grandmaster stations (in progress being filled out), as well as almost every antiquity furnishing on display to preview them

    feel free to stop by and use the facilities
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