Auto removal at end of dungeons

Waldar
Waldar
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What is the point of this - turn it off!

It's bad enough that we have to run all these dungeons and grind everything over and over again, and we still get to end of a pug dungeon - everyone buggers off even if you asked them not to and you get no skill point or dungeon reward.

Either auto reward the skill point \ dungeon reward or disable the auto removal from dungeon, we don't care about the immersion of the story or the characters involved the 15th time around!

It's not a big request, the French would be setting fire to the servers by now if they had to put up with it for this long!!!!
  • Aebaradath
    Aebaradath
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    Just make it so when you leave a group you get a prompt asking whether you want to stay in the instance or leave. That way everyone is happy; some can leave the group while others can still complete their quest.
  • Jeremy
    Jeremy
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    Waldar wrote: »
    What is the point of this - turn it off!

    It's bad enough that we have to run all these dungeons and grind everything over and over again, and we still get to end of a pug dungeon - everyone buggers off even if you asked them not to and you get no skill point or dungeon reward.

    Either auto reward the skill point \ dungeon reward or disable the auto removal from dungeon, we don't care about the immersion of the story or the characters involved the 15th time around!

    It's not a big request, the French would be setting fire to the servers by now if they had to put up with it for this long!!!!

    I've never understood the point of it either. At the very least they could make the timer long enough that players could comfortably complete their quest. Because anyone who tries to read the dialogue is likely to time out before they complete it.
  • SydneyGrey
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    We've been begging them for years to extend the timer at the end of the dungeon a few minutes so we can finish quests after everybody else leaves, but ZOS apparently doesn't care that much about it.
  • Waldar
    Waldar
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    I can work with the increased time-out - that's prolly one number in the code that needs making bigger - what could go wrong!

    Actually i'm a developer a lot can go wrong, but do something, pwease .

    Edited by Waldar on December 10, 2018 3:55PM
  • Danikat
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    I've never understood the point of it either. It's not like you can do anything in there you couldn't have done earlier. (I assume the containers and things don't respawn so you can't just stay in there endlessly farming them - and if they do then fixing that would be a better solution IMO.)
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  • Jimmy
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    The final scene in Crypt of Hearts 1 takes forever to begin, by that time most people leave, I get kicked out of dungeon from the timer, I don't get the Skill Point and quest turn in.

    HORRIBLE DESIGN!!!!!!!!!!!!!
    PC NA
    @SkruDe
  • Alinhbo_Tyaka
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    I agree. In some of these dungeons finding the quest NPC takes time as they just don't popup where your standing. I have had a few times where I am just starting the response conversation and I'm pulled from the dungeon unable to complete the quest. If ZOS won't get rid of the timer entirely then I think it should be ignored as long as I haven't completed the quest.

    Another reason I would like to see the timer go is for speed runs. I've been put in groups who just want to complete the dungeon bypassing chests and other containers. That is ok with me but I would prefer to take more time to collect stuff. By eliminating the timer I would have time to go back after the run to collect bypassed items without impacting the other players.
  • Puzzlenuts
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    If you can walk into any of dungeon solo why can't you stay after the group is gone by yourself if you want to after it's done?
  • ZarkingFrued
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    I've never had people leave early if I tell them at the beginning I'll need to turn the quest in at the end and ask someone to stay til i get it turned in. Must be some right pricks
  • Trinity_Is_My_Name
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    Agree 100%. At least let the NPC's finish their dialogue so the dungeon quests can be completed.
  • KroRex
    KroRex
    (Dungeon = instance = server resources) + (eso servers = potato servers) (at least EU) = they just can't to remove it, because server troubles will become even more serious. But I agree, it's still a bad design.
  • Varana
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    It was introduced, I believe, for players who left the group mid-dungeon (by their own or involuntarily). While they're still in the dungeon, they're blocking the instance so the group can't add a replacement. There was some decent potential for trolling and group-divorce drama there.

    That said, the blanket "let's kick players always" isn't exactly the best solution, just the easiest one.
  • SodanTok
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    You do quest once on each character in one dungeon. And out of all those there is like few dungeons where its physically impossible to return quest if everybody leaves the second boss dies and out of all these possibilities its even rare to find 3 people that will leave the same second boss dies and to find them repeatedly that you cant finish quest within several tries.

    Learn to p... not complain abut every single thing that slightly inconveniences you ?
    Edited by SodanTok on December 10, 2018 5:03PM
  • Anotherone773
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    People have been asking for this for years. There is absolutely no reason for it to kick you out of the dungeon and no other game i have played does this if the group disbands in the dungeon.

    I would love to be able to go back through and loot containers in dungeons i ran but i almost never get too. But keep asking maybe one day someone who cares about their job at ZOS will actually listen to players.
  • Sanctuary_Reaper
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    It is annoying when everyone leaves group when you have a quest to hand in, some are super quick some are not, something does need to be done though.

    And before anyone with the smart idea i should tell everyone i have quest, i do that, the message i put is,

    Hi guys i have the quest, can you allow me to hand it in at the end?

    The replies, sure no problem, take your time.

    End of quest all bugger off and im removed with quest not handed in.
  • Nestor
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    Varana wrote: »
    It was introduced, I believe, for players who left the group mid-dungeon (by their own or involuntarily). While they're still in the dungeon, they're blocking the instance so the group can't add a replacement. There was some decent potential for trolling and group-divorce drama there.

    That said, the blanket "let's kick players always" isn't exactly the best solution, just the easiest one.

    ZOS could change it so the Group Leader gets a message "player_name has left the group, do you want to kick them from the instance" This would take care if that issue and allow for accidentaly leaving the group.

    Or they could fix the two or three dungeons like Banished Cells where the end dialogs are long and have them offer out the rewards on Final Boss death, not dialog completion.

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  • Idinuse
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    Yes, I can not fathom the reson for having it like this at all.

    The game encourages players to team up in groups to do quests and dungeons, with the other hand it obstructs finishing dungeon quests by ejecting players doing the quest if everyone that has done the quest already left the group.

    Solo I can walk in to or port to any dungeon and lurk there how ever long I feel fit. Not so when being the last one left of a group in same dungeon.

    It just doesn't make sense to me.

    I mean often I do a dungeon to farm for sets, including chests, and if I happen to fall in to a group that wants to do the dungeon in 5 mins and ignore any and all chest, I often want to go back and look for those.

    Nope, says Zos, you're out of here thxbai.
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  • SirAndy
    SirAndy
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    Just solo the dungeon, you'll have all the time in Tamriel to explore everything, no kick timer ...
    shades.gif
  • josiahva
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    It used to be you could stay in a dungeon as long as you wanted after others left. I assume they changed it to reduce the number of open instances on the server.
    Edited by josiahva on December 10, 2018 6:00PM
  • FilteredRiddle
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    Agreed.

    I understand removing someone from a dungeon when they're kicked or leave group, and others in a group are still in there. This is necessary for bringing others in to replace them. However, if someone leaves group so that you're the last person in there, it should become your instance.
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  • Dradhok
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    There are a couple problems with removing the auto removal timer. First, the dungeon system cannot support the entire population hanging out in a dungeon by themselves. Also, there cannot be more than four people in an instance at one time so if someone leaves or is removed they have to exit. Figure those two issues out and our wish could become a reality.
  • SirAndy
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    Dradhok wrote: »
    There are a couple problems with removing the auto removal timer. First, the dungeon system cannot support the entire population hanging out in a dungeon by themselves. Also, there cannot be more than four people in an instance at one time so if someone leaves or is removed they have to exit. Figure those two issues out and our wish could become a reality.

    Easy, once the last boss is dead, remove the kick timer and let them roam until they leave or log out.

    This is no different than you soloing a dungeon, you get your own instance just as a group of 4 does.
    Only when you solo, there is no kick timer at all, you can stay as long as you want after the last boss is dead.

    There is no reason what-so-ever to *not* let people roam after they finished the dungeon, the instance is already on the server, there's simply no need to kick anyone at that point.
    shades.gif

  • Meesha1170
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    This. It would be especially helpful if you’re trying to complete eidetic memory categories or you’re farming chests for set pieces. Also there’s an achievement in COA2 or something where you have to find prisoners which no one ever wants to do.
  • Mr_Walker
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    It's coming as a crown store item.
  • Atreidus
    Atreidus
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    Waldar wrote: »
    What is the point of this - turn it off!

    It's bad enough that we have to run all these dungeons and grind everything over and over again, and we still get to end of a pug dungeon - everyone buggers off even if you asked them not to and you get no skill point or dungeon reward.

    Either auto reward the skill point \ dungeon reward or disable the auto removal from dungeon, we don't care about the immersion of the story or the characters involved the 15th time around!

    It's not a big request, the French would be setting fire to the servers by now if they had to put up with it for this long!!!!

    Yes. Better put in an "exit the dungeon"- button somewhere where it wont be disturbing.
    This "You are being removed" had costed me so many quests already.

    /edit: if you are worried about campers: put an cooldown timer like"you are bing removed in 5 Minutes" in. Fixed and ok. No button even.
    Else at an kick: then this old cd timer.
    Edited by Atreidus on December 11, 2018 2:04AM
  • SydneyGrey
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    SodanTok wrote: »
    Learn to p... not complain abut every single thing that slightly inconveniences you ?
    Found the guy who leaves while people are trying to finish their quests.
  • Jameliel
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    I've never had people leave early if I tell them at the beginning I'll need to turn the quest in at the end and ask someone to stay til i get it turned in. Must be some right pricks

    Usually someone will stay, but I've had several instances where I've asked and then they immediately leave upon completion. There are always some people who take pleasure in griefing others.
  • Shewolf075
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    I would love for the option of removal to be a thing as would like to go back through dungeons to check for loot. Often I'd rush back to try, but folks end up leaving causing my removal. Plus some dungeons are nicely detailed to look at, don't get chance to check out the scenes when rushing through.
  • FrancisCrawford
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    I agree. In some of these dungeons finding the quest NPC takes time as they just don't popup where your standing. I have had a few times where I am just starting the response conversation and I'm pulled from the dungeon unable to complete the quest. If ZOS won't get rid of the timer entirely then I think it should be ignored as long as I haven't completed the quest.

    Another reason I would like to see the timer go is for speed runs. I've been put in groups who just want to complete the dungeon bypassing chests and other containers. That is ok with me but I would prefer to take more time to collect stuff. By eliminating the timer I would have time to go back after the run to collect bypassed items without impacting the other players.

    I recently had situations where the group DIDN'T entirely disband, so I could stay in the dungeon. I twice got some good stuff from bypassed chests.
  • blacksghost
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    I’d like to see the timer extended ..BUT.. I’d also like to see more consideration from other players. You don’t have to quit the group to port out!!! Port out first, quit group after. A few moments in the group while you get sorted for your next task would not hurt you but could help a group member.
    Everything will be alright in the end, if its not alright its not the end.
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