Carcamongus wrote: »Ran Stone Garden yesterday with some fine fellows and we couldn't finish it because the door to Arkasis's lab wouldn't open. We weren't in combat. One member had the quest and it directed him to enter the lab, so there were no loose ends from our part.
Why have a door's opening be conditional? Design the dungeon so you can't skip the enemies and bosses, and leave the bloody door unlocked.
Carcamongus wrote: »Ran Stone Garden yesterday with some fine fellows and we couldn't finish it because the door to Arkasis's lab wouldn't open. We weren't in combat. One member had the quest and it directed him to enter the lab, so there were no loose ends from our part.
Why have a door's opening be conditional? Design the dungeon so you can't skip the enemies and bosses, and leave the bloody door unlocked.
Yah a lot of people wouldn't like it but requiring all enemies to be dead in order to collect loot at the end of the dungeon would solve a few issues (speed runners leaving the rest of the group behind, broken door mechanics since you wouldn't need doors so much anymore).
Would it simply introduce new problems though? Probably.
Ragnarok0130 wrote: »Doors are generally design features that represent different zones each with their own asset count; I don't know if they could remove doors in dungeons for that reason. Any other type of transport mechanism would probably work similar to a door or wayshrine. Without knowing more about the issue you experienced I can only assume that any new transport feature would suffer from the same bug or issue due to requiring interaction with the item. Was the lack of interaction due to being in combat or just hitting the button with no response? What platform are you playing on as I've started experiencing this hitting the interaction button out of combat and getting no response bug sporadically after this week's patch on PCNA.