VictorDragonslayer wrote: »@ZOS_GinaBruno @ZOS_Kevin Can we get a response? This "fix" will remove a workaround for "stuck in combat" bug and make resetting more time consuming. Is dev team aware of these implications, or they live up to their reputation again?
thadjarvis wrote: »If the reason behind this is players cheesing no death runs, there is an alternate solution: add code to the button/hotkey such that when a player uses it to exit the instance, group vitality drops.
acastanza_ESO wrote: »thadjarvis wrote: »If the reason behind this is players cheesing no death runs, there is an alternate solution: add code to the button/hotkey such that when a player uses it to exit the instance, group vitality drops.
Yep, this is a much better solution. If you port out, it is a "death". And if that's still not enough, maybe just don't allow people to port back in while the group is still in combat instead of preventing you from leaving. You should always be able to nope your way out of content you don't want to be stuck in anymore.
ShadowPaladin wrote: »I am not absolute sure, but I would say that most - around 80-90% - of the *stuck in combat* problems in Dungeons or Trials occur only because of one and ONLY one reason alone. That reason is: rushing through all adds and trash-mobs, without killing them, only to get to the boss as fast as possible and skipping everything inbetween .
Yeah, I do know that the reason for this is, that alot of players have done those Dungeons and Trials a trillions times, yada, yada, etc., etc. and so on . Nevertheless. If you would stop rushing through, you would reduce the stupid *stuck in combat bug* alot!
acastanza_ESO wrote: »thadjarvis wrote: »If the reason behind this is players cheesing no death runs, there is an alternate solution: add code to the button/hotkey such that when a player uses it to exit the instance, group vitality drops.
Yep, this is a much better solution. If you port out, it is a "death". And if that's still not enough, maybe just don't allow people to port back in while the group is still in combat instead of preventing you from leaving. You should always be able to nope your way out of content you don't want to be stuck in anymore.
Spell-Slinger wrote: »acastanza_ESO wrote: »thadjarvis wrote: »If the reason behind this is players cheesing no death runs, there is an alternate solution: add code to the button/hotkey such that when a player uses it to exit the instance, group vitality drops.
Yep, this is a much better solution. If you port out, it is a "death". And if that's still not enough, maybe just don't allow people to port back in while the group is still in combat instead of preventing you from leaving. You should always be able to nope your way out of content you don't want to be stuck in anymore.
Wouldn't that take away vitality bonus if someone just happened to DC though? Also I'm sorry, how many people are able to panic-port out of a dungeon instead of dying? Don't deaths usually happen like... quickly and unexpectedly in content, because you screwed something up and got one-shot? Hardly enough time to open the party menu and press "port out".
allochthons wrote: »> While grouped, you can no longer leave an instanced area while in combat.
While I see why this might be desirable, it's extremely problematic for certain fights. For instance, Sunspire. It's pretty common when getting wing-slapped by the dragons to be thrown to a place where you either can't be resurrected, or are stuck in a wall; even if you are resurrected, you can't get back into the arena. The ONLY way to re-enter the fight, or make your body resurrectable, is to leave instance and travel back in.
starkerealm wrote: »Spell-Slinger wrote: »acastanza_ESO wrote: »thadjarvis wrote: »If the reason behind this is players cheesing no death runs, there is an alternate solution: add code to the button/hotkey such that when a player uses it to exit the instance, group vitality drops.
Yep, this is a much better solution. If you port out, it is a "death". And if that's still not enough, maybe just don't allow people to port back in while the group is still in combat instead of preventing you from leaving. You should always be able to nope your way out of content you don't want to be stuck in anymore.
Wouldn't that take away vitality bonus if someone just happened to DC though? Also I'm sorry, how many people are able to panic-port out of a dungeon instead of dying? Don't deaths usually happen like... quickly and unexpectedly in content, because you screwed something up and got one-shot? Hardly enough time to open the party menu and press "port out".
No, you lose vitality when you revive, not when you die. Very technically most "no death," achievements actually check, "no resurrects."
ShadowPaladin wrote: »First. Let me say, that I am no fan of this change.
Second. Regarding all those *stuck in combat* problems. As far as I can recall, I mostly had (have) those problems - I would say in 8 out of 10 times - with *Rusher / Rush-Groups*. They are running through the dungeon, aggroing all on the way, to the 1st Boss and there they hope that the NPCs do reset or that they will kill the Players, so that there will be a aggro reset. The problem with that is, in most cases not all NPCs loose aggro and reset. Instead they keep aggro, which results in Players being *stuck in combat* . In addition to that some of the NPCs sometimes do NOT return to their proper places, but instead get stuck inside the terrain !
So... With that said, I think at least 50% of the *stuck in combat* problems are made by the players themselves. If they would stop their stupid *rushing* and just kill all along the way, they wouldn't get that stupid bug and would need to port out and in again or in some cases give up on the dungeon/trial completely!!!
The other 50% of the problem is on ZOS side :P . Some of the code which defines when someone gets out of aggro etc. isn't working all to good. For example in PvP I, most of the time, get the *stuck in combat* bug after I used a DoT on another Player or he used it on me and he or I didn't die. Even after one of us died, the other one may get *stuck in combat* . Normally all DoT/Attack etc. Flags should be reset after a certain time of not being engaged in fighting or instantly after dying. Sadly, that is not the case.
thadjarvis wrote: »If the reason behind this is players cheesing no death runs, there is an alternate solution: add code to the button/hotkey such that when a player uses it to exit the instance, group vitality drops.
acastanza_ESO wrote: »thadjarvis wrote: »If the reason behind this is players cheesing no death runs, there is an alternate solution: add code to the button/hotkey such that when a player uses it to exit the instance, group vitality drops.
Yep, this is a much better solution. If you port out, it is a "death". And if that's still not enough, maybe just don't allow people to port back in while the group is still in combat instead of preventing you from leaving. You should always be able to nope your way out of content you don't want to be stuck in anymore.
Spell-Slinger wrote: »acastanza_ESO wrote: »thadjarvis wrote: »If the reason behind this is players cheesing no death runs, there is an alternate solution: add code to the button/hotkey such that when a player uses it to exit the instance, group vitality drops.
Yep, this is a much better solution. If you port out, it is a "death". And if that's still not enough, maybe just don't allow people to port back in while the group is still in combat instead of preventing you from leaving. You should always be able to nope your way out of content you don't want to be stuck in anymore.
Wouldn't that take away vitality bonus if someone just happened to DC though? Also I'm sorry, how many people are able to panic-port out of a dungeon instead of dying? Don't deaths usually happen like... quickly and unexpectedly in content, because you screwed something up and got one-shot? Hardly enough time to open the party menu and press "port out".
Darrell9090 wrote: »Spell-Slinger wrote: »acastanza_ESO wrote: »thadjarvis wrote: »If the reason behind this is players cheesing no death runs, there is an alternate solution: add code to the button/hotkey such that when a player uses it to exit the instance, group vitality drops.
Yep, this is a much better solution. If you port out, it is a "death". And if that's still not enough, maybe just don't allow people to port back in while the group is still in combat instead of preventing you from leaving. You should always be able to nope your way out of content you don't want to be stuck in anymore.
Wouldn't that take away vitality bonus if someone just happened to DC though? Also I'm sorry, how many people are able to panic-port out of a dungeon instead of dying? Don't deaths usually happen like... quickly and unexpectedly in content, because you screwed something up and got one-shot? Hardly enough time to open the party menu and press "port out".
I think they count dcing as a death never paid attention to that in trials I do know in doing dungeon achievements like nd in vmos or vfl if you dc it counts as a death. I would see no reason why that wouldn’t also be the case in a trial as well.
Darrell9090 wrote: »Spell-Slinger wrote: »acastanza_ESO wrote: »thadjarvis wrote: »If the reason behind this is players cheesing no death runs, there is an alternate solution: add code to the button/hotkey such that when a player uses it to exit the instance, group vitality drops.
Yep, this is a much better solution. If you port out, it is a "death". And if that's still not enough, maybe just don't allow people to port back in while the group is still in combat instead of preventing you from leaving. You should always be able to nope your way out of content you don't want to be stuck in anymore.
Wouldn't that take away vitality bonus if someone just happened to DC though? Also I'm sorry, how many people are able to panic-port out of a dungeon instead of dying? Don't deaths usually happen like... quickly and unexpectedly in content, because you screwed something up and got one-shot? Hardly enough time to open the party menu and press "port out".
I think they count dcing as a death never paid attention to that in trials I do know in doing dungeon achievements like nd in vmos or vfl if you dc it counts as a death. I would see no reason why that wouldn’t also be the case in a trial as well.
DC does not count as a death unless they die. They usually just stand around for up to a minute. Eventually they disappear and go offline but before that they can die just as normal.
Source have trifecta's with player's who dc'd mid run. Got a Godslayer a month ago where someone was dc'd for 5 minutes mid nahvi and we just got back in time to finish at 29:50 something.
Darrell9090 wrote: »@ZOS_GinaBruno @ZOS_Bill @ZOS_Icy @ZOS_Adrikoth @ZOS_KaiSchober can any of you read through this and answer the concerns we all currently have by this change.
Turtle_Bot wrote: »There's also the bug in Scalecaller Peak where once you complete the final boss, you're stuck in combat until you jump off the cliff or use the PTE port to port out of the dungeon. You can't even use the portal that goes back to the beginning of the dungeon because it pulls you back into the boss's room with the "Joining Encounter in Progress" message, same thing if you try to use the door to the room.
Like the dungeon is done and finished, final boss is long dead, NPCs have done their little monologues, but you're still stuck in combat and if this change goes through without that bug being fixed it's either jump off a cliff, disband the entire group or you're trapped in the dungeon forever... Gonna make farming that dungeon the absolute worst.
This has got to be one of the least thought out changes they've proposed (and there's been far too many of those made to count).