We want the ability quickly travel to our group within the instance.
@rokrdt05 made a thread about this a few weeks ago, and I agree that this is a huge pain point, especially in places like SO where there is so much physical distance to cover.
This is a deliberate design choice by ZOS because if someone crashes, disconnects, or logs out in nSO or nMoL, they will log back in at the exact location they were at. But in vSO, vMoL and other scored trials, they are placed in the lobby. That they have two different systems for nSO vs. vSO and nMoL vs. vMoL means that this wasn't some oversight on their part--this is deliberate.
Which then begs the question: Why? I don't see how allowing someone to log back in at the point they logged off could be problematic. I can't imagine any scenario in which this could be exploited to give a group an unfair advantage, esp. since you can't voluntarily log out in mid-combat, and if you are involuntarily logged out, your character still remain in the game for a period of time (i.e., you can't Alt-F4 to avoid an imminent death).
I really hope @ZOS_Finn would pop in here and either explain why this mechanism is needed for scored trials or deliver us some good news about how they are reconsidering this design choice.
Wreuntzylla wrote: »I am not much of a PvEr, but reading this list, I would have thought these things were so basic that any game would have them at release.
I agree. Seeing this list, it's a good reason never ever going into these raids. Too much bother, too little gain. Guaranteed loot is essential. Like waypoints and shrines for respawn. This games logs off itself more often than i can count. And if it does this in a raid, it's NOT my fault.
As long as the game is that unstable it is not a very good idea to let the players respawn at the raid enrance, or even worse, lock doors before the boss encounter. ZoS does not look very competent, doing things like that.
omfgitsbatman wrote: »I think I'm going to add a proper tab targeting system to this list.
omfgitsbatman wrote: »
[*] RNG based loot systems are only fun in conjunction with a guaranteed loot system. If one wants a specific piece of loot that drops from a specific encounter, then one should eventually be able to earn said loot if one beats that encounter enough times. A completely RNG based loot system does the exact opposite of what it's intended to. It is intended to make people do certain content more often. What it actually does is discourage people. When someone wants a Maelstrom's Inferno Staff in sharpened/precise, and one continues to recieve defending Maelstrom's swords and Rings of Glory, one gets very frustrated and sees no light at the end of the tunnel. One then quite frequently abandons hope and stops running this encounter. However, If one recieved a small number of tokens (that don't take up bag space) at the end of an encounter, specific to that encounter that they could trade for specific items after accumulating a large number of said token, then there would always be that light at the end of the tunnel. People would know that they would be able to earn their desired loot after 'X' number of runs.