SydneyGrey wrote: »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.
blacksghost wrote: »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.
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!!!!
John_Falstaff wrote: »@Royaji , teleporting to another player from a guild roster or friend list is another free way out of the dungeon; and many dungeons have shortcuts to exit right by the end boss, quitting the dungeon would also take one to the previous location.
John_Falstaff wrote: »But of course it would make the server resource usage only worse.
John_Falstaff wrote: »It's about server resources, I'm sure of it. Each instance is a hefty chunk of state hanging in the server memory and consuming ticks.
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!!!!
Shewolf075 wrote: »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.
Sanctuary_Reaper wrote: »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.
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!!!!
@YdrisselleYdrisselle wrote: »
@YdrisselleYdrisselle wrote: »
Start with the easier ones on normal mode.
- Fungal Grotto I
- Darkshade Caverns I
You'll need some sort of AOE for trash mobs and a good self heal and/or shield.
Once you get the hang of it, you'll find that most are soloable.
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!!!!
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.
blacksghost wrote: »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.
DaveMoeDee 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.
So your response to reasons is just asserting there is no reason whatsoever?
Reclaiming resources is in fact a reason, whether or not last boss is dead. Yes, the instance is on the server. They want to remove that instance because resources aren't unlimited and those are resources they can use for something else. Saying "it is no different" isn't really engaging the strategy. It is clearly different because you get kicked here and you don't get kicked when solo.
This design isn't making it impossible for you to stay in a group dungeon alone indefinitely. But it is making it less likely that people will do that. You can argue that it is a frustrating approach and they should change it because it makes it hard to finish the quests that they created and intend to have people take part in. I would agree with that criticism. But there is no need to resort to black and white arguments claiming there is no reason why anything should be other than what you think it should be.
DaveMoeDee wrote: »So your response to reasons is just asserting there is no reason whatsoever?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.
Reclaiming resources is in fact a reason, whether or not last boss is dead. Yes, the instance is on the server. They want to remove that instance because resources aren't unlimited and those are resources they can use for something else. Saying "it is no different" isn't really engaging the strategy. It is clearly different because you get kicked here and you don't get kicked when solo.
This design isn't making it impossible for you to stay in a group dungeon alone indefinitely. But it is making it less likely that people will do that. You can argue that it is a frustrating approach and they should change it because it makes it hard to finish the quests that they created and intend to have people take part in. I would agree with that criticism. But there is no need to resort to black and white arguments claiming there is no reason why anything should be other than what you think it should be.
Just solo the dungeon, you'll have all the time in Tamriel to explore everything, no kick timer ...