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Why can't we save our progress on dungeons?

Azurephoenix999
Azurephoenix999
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Whenever someone ditches the group right at the final boss, it can sometimes be far too difficult to find a replacement or continue without them, forcing you to abandon it. I mean, the option to throw yourself into a no-win scenario over and over again for an hour is still there, but there is literally zero fun in this.

Why can't we save our progress so that we can continue another time?

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And the first person to say "It'll be exploited" can just leave. I KNOW it can be exploited, but that's not good enough of a reason to deliberately leave out a feature like this. There are far too many things in this game that punish people who are just victims of circumstance, and they intentionally aren't fixed because of the fear of people exploiting them for their own benefit.
Guildmaster of Spectral Liberty - Xbox One - European Megaserver
  • Lightninvash
    Lightninvash
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    because it isn't a solo instance. Group instances don't work that way.
  • Azurephoenix999
    Azurephoenix999
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    because it isn't a solo instance. Group instances don't work that way.

    There has to be some way of getting it to work. There are wayshrines dotted around the dungeon that function as checkpoints, so why can't we use those?

    Whenever a single player gets to a checkpoint, if they leave the dungeon and come back as the leader of a group, the group will start at that checkpoint.

    What would be so wrong with that?
    Guildmaster of Spectral Liberty - Xbox One - European Megaserver
  • vyndral13preub18_ESO
    vyndral13preub18_ESO
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    Sounds like a pretty good farming plan.
  • SirAndy
    SirAndy
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    What would be so wrong with that?
    Because every somewhat organized (guild) would exploit the hell out of that.

    - Get 4 people to the last "checkpoint" in a dungeon
    - Disband group and exit
    - Each of the members now makes a new group, each inviting 3 other guild members
    - One new group immediately disbands and exits and repeats the step above
    - Now you have 12 people continuously doing the same boss fight (without having to go through any previous stages of the dungeon)
    - Rinse and repeat ...

    Might as well rename the game to "Farmville Online"
    dry.gif
    Edited by SirAndy on May 9, 2016 9:02PM
  • Lightninvash
    Lightninvash
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    because it isn't a solo instance. Group instances don't work that way.

    There has to be some way of getting it to work. There are wayshrines dotted around the dungeon that function as checkpoints, so why can't we use those?

    Whenever a single player gets to a checkpoint, if they leave the dungeon and come back as the leader of a group, the group will start at that checkpoint.

    What would be so wrong with that?


    only thing I see with saving it is half the time other people don want to start mid dungeon unless using group finder just for the reward at end ;)

    I see what you mean with it I just see a lot of work that would probably ruin some or all the dungeons in some way due to the reworking of the dungeon that would need to be done. Though it could be an interesting change. Just can see people Sharing a quest at the end boss with a low level so they can get the skill point from just killing the last boss. But that would be an easy change to only let people share quest from boss1 or before in the dungeon.
  • Axoinus
    Axoinus
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    Managing the dynamics of a group is one of the reasons MMO's are played. A save function would go against the very corre MMO challenge of building a team and accomplishing something with that team.

    They can't make design changes to the game because a team starts disbanding. As they need to focus resources on making more content-not making current content more convenient.
  • Azurephoenix999
    Azurephoenix999
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    Axoinus wrote: »
    Managing the dynamics of a group is one of the reasons MMO's are played. A save function would go against the very corre MMO challenge of building a team and accomplishing something with that team.

    They can't make design changes to the game because a team starts disbanding. As they need to focus resources on making more content-not making current content more convenient.

    The reason the game NEEDS this is because of a little thing called 'wasted effort'. You go all the way to the end of a dungeon, but fail because one guy in your group decided to screw the rest of you over. Is that your fault? No. With that in mind, should you be punished for it? No. Are you angry at having to do the entire dungeon again through no fault of your own? YES!

    I don't care if people consider finding a group part of the challenge, nobody deserves to get screwed over like this, and every time it happens, the victim dies a little inside.

    The fact that there aren't any measures whatsoever in place to prevent something like this or at least compensate the players who fall victim to it is simply not right.
    Guildmaster of Spectral Liberty - Xbox One - European Megaserver
  • Nogawd
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    Meh, I have seen people solo some vet dungeons.

    3 should handle most situations no problem, most.
  • MasterSpatula
    MasterSpatula
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    Hell, you can't even save your progress on a solo delve. Log out at the bottom, you'll log in right outside the door.

    (Now that I think of it, I should do this on purpose next time I don't feel like wasting the time to get in a dozen or more not-challenging-just-time-consuming fights just to leave.)
    Edited by MasterSpatula on May 9, 2016 9:33PM
    "A probable impossibility is preferable to an improbable possibility." - Aristotle
  • baratron
    baratron
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    I suppose the non-exploit way for this to work would be for the instance to save with the exact same party. So let's say that Bob, Carol, Ted and Alice are running a dungeon, when Bob suddenly gets a call to pick his daughter up, and Carol, Ted and Alice don't feel like leaving themselves logged in the instance to keep it open during the half hour that Bob will be away. It would be great if they could save their group and instance, so that when that exact group of characters is back on again, they could continue.

    However, I'm not sure how useful this would be. For one thing, the only dungeons which take long enough that a person might have to quit part-way are the two Imperial City dungeons on Veteran mode. For another thing, if it was a PuG... well, how likely is it that the same exact group of characters would want to join up again?
    Guildmaster of the UESP Guild on the North American PC/Mac Server 2350+ CP & also found on the European PC/Mac Server 1700+ CP

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  • Reverb
    Reverb
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    This assumes that anybody you get to join your group will want to start at the same place you saved.

    You need to kill all the bosses for the pledge? Too bad, I wiped on the last boss so that's where we start from.

    Two of you never did this dungeon quest? Not my problem, I finished half the objectives before I saved and quit, now you all have to pick up from my save point.

    This would be a huge dissatisfier to pugs.
    Battle not with monsters, lest ye become a monster, and if you gaze into the abyss, the abyss gazes also into you. ~Friedrich Nietzsche
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