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Removing from Area need to be remove !!!!!

PaddyVu
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I wasted like half of my day solo through all mini bosses in vet scalecaller peak,so to not waste anyone time i just invite them to fight the last boss,but suddenly when the first come,they said they have a work to do and instant leave group and cause "removing from area" pop up. BOOM ! Half of my day gone for nothing :)
  • Daemons_Bane
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    One bad experience don't mean that the entire system should be removed
  • bmnoble
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    Why it was added to give players a chance to turn in their quests before everyone else left in hurry preventing them from being able to finish.

    A bad experience largely caused by you choosing to do group content solo, is no reason for that system to get scrapped, if you had a group with you one player leaving would not have triggered the removing from area.
  • Arunei
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    Also, afaik as long as you're still in a group, even if all the people in it are offline, you won't be booted from the dungeon, so they could have simply stayed in the group but logged off and you should have been fine until you could find someone else to help you.
    PC-NA | Been around since closed beta

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  • KaGaOri
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    Kinda wish the removing from area timer wouldn't trigger if the dungeon is complete but quest wasn't turned in yet. Had pretty stressful expirience in Crypt of Hearts I today, since the NPCs had chosen to have lenghty chitchat before alowing quest to be turned in, while ppl left group one by one, and the timer started ticking out.
  • FlopsyPrince
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    KaGaOri wrote: »
    Kinda wish the removing from area timer wouldn't trigger if the dungeon is complete but quest wasn't turned in yet. Had pretty stressful expirience in Crypt of Hearts I today, since the NPCs had chosen to have lenghty chitchat before alowing quest to be turned in, while ppl left group one by one, and the timer started ticking out.

    Finding the quest lady to turn into that runs into the bad stuff and is gone is even more frustrating! Let me turn the quest in at the start (where the portal takes me) if she is gone at least....

    That is Elden Root I or something like that.
    PC
    PS4/PS5
  • AlnilamE
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    PaddyVu wrote: »
    I wasted like half of my day solo through all mini bosses in vet scalecaller peak,so to not waste anyone time i just invite them to fight the last boss,but suddenly when the first come,they said they have a work to do and instant leave group and cause "removing from area" pop up. BOOM ! Half of my day gone for nothing :)

    If they had logged off and stayed in the group, you would not have had any problem.

    But dungeons are a group activity, and dissolving the group tells the game that the activity is over and that it can remove the instance to save on resources.
    The Moot Councillor
  • zaria
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    PaddyVu wrote: »
    I wasted like half of my day solo through all mini bosses in vet scalecaller peak,so to not waste anyone time i just invite them to fight the last boss,but suddenly when the first come,they said they have a work to do and instant leave group and cause "removing from area" pop up. BOOM ! Half of my day gone for nothing :)
    I tough you could stay in the dungeon infinite if you ported in manually?
    And the remove from area only hold true using the finder. Finder require an 4 man group but you can use it to find replacements.

    And yes grouping with some who are going offline work.
    Grinding just make you go in circles.
    Asking ZoS for nerfs is as stupid as asking for close air support from the death star.
  • PaddyVu
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    zaria wrote: »
    PaddyVu wrote: »
    I wasted like half of my day solo through all mini bosses in vet scalecaller peak,so to not waste anyone time i just invite them to fight the last boss,but suddenly when the first come,they said they have a work to do and instant leave group and cause "removing from area" pop up. BOOM ! Half of my day gone for nothing :)
    I tough you could stay in the dungeon infinite if you ported in manually?
    And the remove from area only hold true using the finder. Finder require an 4 man group but you can use it to find replacements.

    And yes grouping with some who are going offline work.

    No u dont understand,i solo entire dungeon and only me in that dungeon,noone else,none group,when i reach last boss, i want to invite players to kill the last boss only,so the first came,he has work to do and instant quit,leave me group to non group again but this time bonus with a "removing from area" popup :((((
  • PaddyVu
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    zaria wrote: »
    PaddyVu wrote: »
    I wasted like half of my day solo through all mini bosses in vet scalecaller peak,so to not waste anyone time i just invite them to fight the last boss,but suddenly when the first come,they said they have a work to do and instant leave group and cause "removing from area" pop up. BOOM ! Half of my day gone for nothing :)
    I tough you could stay in the dungeon infinite if you ported in manually?
    And the remove from area only hold true using the finder. Finder require an 4 man group but you can use it to find replacements.

    And yes grouping with some who are going offline work.

    Yes i ported in manually and can stay infinite,but invite players and they instant disband group cause removing from area show up :(
  • RefLiberty
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    I think it is more quality of life feature. The timer is set to be enough to turn in the quest.
    If there is no such a feature, then people would complain that they need to manually click and leave the dungeon, which will bring us to start of the problem.

    Edited by RefLiberty on September 9, 2020 6:38PM
  • Gundug
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    The problem the original poster is describing is not having to wait x amount of time for the timer to port you out of the dungeon, but the case that even if you solo 99% of the dungeon, then invite someone to join for the final boss, yet they leave immediately and break the group, you suddenly are hit with a timer to kick you from the dungeon and not enough time to finish the final boss. What they seem to be asking for is having no timer whatsoever, and you leave the dungeon whenever you choose after the group is disbanded.

    I don’t know if there are good technical reasons for having a timer, but one hassle with many dungeons is they don’t have convenient exits, requiring a manual port elsewhere if a player would like to exit with any reasonable speed.
  • Minyassa
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    That was thoughtless of them. Everybody knows it does that. It is rather silly that disbanding the group would kick you out if there are still living mobs in it to kill. I don't get why they would make the instance dependent on the grouping rather than just not having any players in it anymore.
  • spartaxoxo
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    bmnoble wrote: »
    Why it was added to give players a chance to turn in their quests before everyone else left in hurry preventing them from being able to finish.

    A bad experience largely caused by you choosing to do group content solo, is no reason for that system to get scrapped, if you had a group with you one player leaving would not have triggered the removing from area.

    Removing from area doesn't give players a chance to finish quest, it actively hinders them. It's just so people can afk after a dungeon and then end up where they left when they come back. It's to enable laziness.
    Edited by spartaxoxo on September 10, 2020 1:30AM
  • spartaxoxo
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    Minyassa wrote: »
    That was thoughtless of them. Everybody knows it does that. It is rather silly that disbanding the group would kick you out if there are still living mobs in it to kill. I don't get why they would make the instance dependent on the grouping rather than just not having any players in it anymore.

    Agreed. Or at least the timer can be very generous if there is still things left alive. If it was like an hour or something then people will not get booted for such a thing most likely. If nothing is alive then kick.

    Or it could do a ready check.
    Edited by spartaxoxo on September 10, 2020 1:34AM
  • idk
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    Ask a friend to alt. After you invite them into the group they can log back to whatever character they were playing. Then when you reach the final boss and bring in others for the final boss you have a safety net in case they bail on you.

    However, I doubt Zos will remove the timer for clearing out a dungeon after everyone leaves the group as they probably do not want resources spent on virtually empty instances. It can also be exploited in trials.
  • spartaxoxo
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    idk wrote: »
    Ask a friend to alt. After you invite them into the group they can log back to whatever character they were playing. Then when you reach the final boss and bring in others for the final boss you have a safety net in case they bail on you.

    However, I doubt Zos will remove the timer for clearing out a dungeon after everyone leaves the group as they probably do not want resources spent on virtually empty instances. It can also be exploited in trials.

    How would it be exploited in trials? Also everyone had not left the instance, that's kind of the problem.
    Edited by spartaxoxo on September 10, 2020 2:09AM
  • cyclonus11
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    It sucks having to run through the whole dungeon again just because you missed a book. Once the dungeon is complete, you should be able to bounce around in it as long as you want.
  • FatelessLava
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    spartaxoxo wrote: »

    How would it be exploited in trials? Also everyone had not left the instance, that's kind of the problem.

    Because it would never kick them and they could, theoretically (if they were salty and an ass) stay in the trial (or even dungeons) meaning the next person to replace them couldn’t get in because the instance would already have the max players in it. If the person was trolling or even spiteful they would never leave just so a new person who comes in couldn’t. They could go back and open any un looted chests and since chests are tied to instances only they would get the loot. No one else. Which is similar when go are invited for a last boss pull and if you go back to loot any chests that was looted, you wouldn’t get the loot since you were not in the same group.
    Edited by FatelessLava on September 10, 2020 11:00AM
  • zaria
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    PaddyVu wrote: »
    zaria wrote: »
    PaddyVu wrote: »
    I wasted like half of my day solo through all mini bosses in vet scalecaller peak,so to not waste anyone time i just invite them to fight the last boss,but suddenly when the first come,they said they have a work to do and instant leave group and cause "removing from area" pop up. BOOM ! Half of my day gone for nothing :)
    I tough you could stay in the dungeon infinite if you ported in manually?
    And the remove from area only hold true using the finder. Finder require an 4 man group but you can use it to find replacements.

    And yes grouping with some who are going offline work.

    Yes i ported in manually and can stay infinite,but invite players and they instant disband group cause removing from area show up :(
    Thanks did not know that, it might be an change as I remember roaming around in an new dlc dungeon alone after we did it and group disbanded but this is years ago.
    Grinding just make you go in circles.
    Asking ZoS for nerfs is as stupid as asking for close air support from the death star.
  • zaria
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    cyclonus11 wrote: »
    It sucks having to run through the whole dungeon again just because you missed a book. Once the dungeon is complete, you should be able to bounce around in it as long as you want.
    Just ask people to stay in group.

    I tend to keep groups up and just exit or port out.
    Now if I'm about to join another group I would see if other player was still in dungeon in the group menu, if not I just leave group.
    Grinding just make you go in circles.
    Asking ZoS for nerfs is as stupid as asking for close air support from the death star.
  • kmcaj
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    You need this feature for when you get stuck in a wall in combat and you can't use get unstuck or anything else. Just get someone to group and leave and your free.
  • zaria
    zaria
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    spartaxoxo wrote: »

    How would it be exploited in trials? Also everyone had not left the instance, that's kind of the problem.

    Because it would never kick them and they could, theoretically (if they were salty and an ass) stay in the trial (or even dungeons) meaning the next person to replace them couldn’t get in because the instance would already have the max players in it. If the person was trolling or even spiteful they would never leave just so a new person who comes in couldn’t. They could go back and open any un looted chests and since chests are tied to instances only they would get the loot. No one else. Which is similar when go are invited for a last boss pull and if you go back to loot any chests that was looted, you wouldn’t get the loot since you were not in the same group.
    Yes see this as an issue. And you are right about coming in on last boss you can not get earlier gear from group members.

    Grinding just make you go in circles.
    Asking ZoS for nerfs is as stupid as asking for close air support from the death star.
  • Jaimeh
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    Yes, if you solo a dungeon and invite someone, it will kick you if they leave, since it's a group instance. It sucks if you are trying to solo later bosses, because you have to go through all the previous ones. Either ask someone to stay in group, and just log out with their character, or if you have an alt account you can get grouped with it, so you don't lose the inctance.
  • spartaxoxo
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    spartaxoxo wrote: »

    How would it be exploited in trials? Also everyone had not left the instance, that's kind of the problem.

    Because it would never kick them and they could, theoretically (if they were salty and an ass) stay in the trial (or even dungeons) meaning the next person to replace them couldn’t get in because the instance would already have the max players in it. If the person was trolling or even spiteful they would never leave just so a new person who comes in couldn’t. They could go back and open any un looted chests and since chests are tied to instances only they would get the loot. No one else. Which is similar when go are invited for a last boss pull and if you go back to loot any chests that was looted, you wouldn’t get the loot since you were not in the same group.

    That's not the timer being referenced. Anyone who clicks leave would still get a timer. Same for kicks. This timer only activates if everyone but a single person left.
  • Elvenheart
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    cyclonus11 wrote: »
    It sucks having to run through the whole dungeon again just because you missed a book. Once the dungeon is complete, you should be able to bounce around in it as long as you want.

    I agree. After doing a group dungeon PUG I’ve always wished I could go back through the area slowly and loot all the containers for the resources 🙂
  • El_Borracho
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    100% disagree with OP. The delay is there to help people finish a handful of dungeon quests. If you want to leave before that, travel to a house. LIKE EVERYONE ELSE DOES.
  • Xebov
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    100% disagree with OP. The delay is there to help people finish a handful of dungeon quests. If you want to leave before that, travel to a house. LIKE EVERYONE ELSE DOES.

    Thats not even close to what OP said and meant. But on that matter they should add an option to "Leave now" since especially older dungeons dont have a direct link to the door.
  • Kalik_Gold
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    He can play his way and do whatever he wants solo.... it's part of the game - Zos said, right?.

    What he is asking for is if someone joins him, and that he has already cleared the dungeon to the last boss. Then he decides to make a group, now as leader invited people and people leave. That it doesn't reset the progress... which wastes hours of time.

    I do not know if that can be implemented now but it should be a feature at least when starting the dungeon.

    This also helps if you kept wiping on a boss, and eventually are trying to recruit new people.

    Zos stated:
    "GO ANYWHERE Explore freely as your character is scaled to face each zone, meaning you can go anywhere, with anyone, at any level."

    Zos also says soloing dungeons is for the brave adventurer:
    "Unlike delves (smaller one-man dungeons that can be found in each zone), dungeons generally require a team of two damage dealers, one tank, and one healer. We say generally because while it is advisable to have a team made up of these core roles, it is possible to complete some dungeons with a more varied group, depending on the levels and skills of the players in question. It is even possible to complete a dungeon solo!"


    So basically that feature is eliminating his ability to do the above as advertised...


    links:
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    Ras Kalik a Redguard Templar, the Vestige

    PvP Pure-class:
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    Jux Blackheart a Redguard Nightblade
    Aurik Siet'ka a Redguard Necromancer
    Cacique the Sage of Ius a Redguard Warden
    Kaotik Von Dae'mon a Redguard* Sorcerer

    PvP: Subclassed or Specialty
    Movárth Piquine a Nord Vampiric Necromancer (Tank)
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    Tsar af-Bomba a Redguard Vampiric Nightblade (Bomber)
    Two-Big-Horns an Argonian Arcanist /Sorcerer
    Uri Ice-Heart the Twin a Nord Vampiric Warden (Ice-Theme)

    PvE:
    Cinan Tharn an Imperial Dragonknight (Tank)
    Herzog Zwei the Genesis an Akavari* Templar (Healer)
    Bates Vesuius of Dawnstar an Redguard** Dragonknight (Raid Damage) --- Name change needed

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    ======
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    __________________________Backstories:_________________________

    Ras Kalik the Vestige, a renown Redguard warrior; He has been blessed to save Tamriel from Molag Bal’s destructive Planemeld while reuniting the Five Companions. His further accomplishments after defeating Molag Bal, has been to stop the destruction of Morrowind, the Clockwork City, return order to the isle of Summerset and create a new king in Wrothgar and a queen in Elsywer. These events have made him a living legend and continue to lead him into new adventures throughout Tamriel, as well as into the hearts of many ladies including the Elf Queen, Aryenn. Over many years of adventurous travels, Ras Kalik had become a loner, until he re-visited his homeland of Alik'r.

    Alik'r and it's cities were overrun by the undead Ra-Netu and therefore he made an allegiance with Alik'r's own Ash'abah tribe. These Ash'abah with his help, cleansed the city of Sentinel in Alik'r desert and it's surrounding areas of the undead brought to life by the Withered Hand. After rescuing Sentinel from the undead zombies, King Fahara’jad’s personal bodyguard the Goliath of Hammerfell, who was given this name by Imperials in the region; was asked to assist the tribe after learning of the defeat of the Withered Hand to the Ash'abah. Kalik promised Goliath he would task him with fighting living enemies on the battlefield if he so desired. Goliath being a Yokudan warrior wields a massive sword in respect to the Ansei, a gift given by the Imperial, Cinan Tharn. Not many soldiers are able to wield double two handed weapons, but Goliath loves to get up and personal in a fight, so he also carries a giant maul, both weapons laced with magical flames.

    Jux Blackheart is a master thief that masquerades as a Bard at the Sisters of the Sands inn, with his younger sidekick Lucky Hunch for pilfering and gambling during this time. Jux was known to infiltrate any towns bank vault he came across and even delved into Ayelid ruins without detection. Kalik can vividly recall the night he met the famed thief. Jux found himself rummaging thru a slightly inebriated Kalik’s pocket for too long, on a full-mooned night and because of his greed and the glimmer of his golden armor in the moonlight. He lost his left pinky fingertip as a lesson! But in return, he gained a new friend, as it was his first time since a child being caught red-handed...

    Upon arrival back in the Alik'r after many moons of adventuring, Ras Kalik ventures to Bergama. Visiting The Winking Jackal, he runs into Jux Blackheart, who introduces him to the coin game Crowns vs Forebearers (Heads vs Tails) and Golden Dwemer (RBG).... Jux constantly takes gold from the unfortunate thru theft or gambling, his biggest gambling victim is actually his partner in crime known as Lucky Hunch the Gambler. Lucky doesn't mind losing any gold coins to Jux... as Jux saved him from Altmer slavers in Summerset, by stealing a key and sending him on a boat to the mainland years prior. Lucky spent years in slavery with Khajiits in Summerset and picked up the art of subterfuge, using illusion magic disguises and stealing there.

    Kaotik Von’Daemon an outcast, and a half-caste between a Breton mother and a Redguard father. Kaotik become a pariah due to his conjuration of Daedra pets. He was taught healing magic during his childhood years by his Breton mother. His father due to Redguard customs exiled him from the desert, sending him by wagon caravan to be a soldier in the war in Cyrodiil. He happened to meet Kalik while traveling from Alik'r, during this long caravan ride the caravan he was in was ambushed in Bangkorai by a group of bandits. Kalik by chance was also traveling thru this area on his Auridon Warhorse (which was bestowed to him by his friend, Darien Gautier). During this ambush, Kalik was able to rescue five hostages from the bandits. Kaotik was the first rescued, and Ras Kalik also recruited him to be in the Ash'abah tribe. These core Ash'abah tribesmen may never be seen together in travel as they partake in their own adventures but they always know what each other is doing; as they frequent a hideout in northern Bankorai. Their hideout an old Orc castle ruin, is kept watch by Nuzhimeh and she passes messages written between them, and frequently they also enjoy her company and her bed.

    The other men rescued were a Dunmer banker, an Imperial mercenary and two other soldiers, an Imperial and a Breton Knight, stating proudly he was an Akavir descendent. One of the Imperials, Cinan, claimed to be related to Abnur Tharn the Battlemage of the Imperial Elder Council (One of Ras Kalik's mentors in the Five Companions). Cinan Tharn was really Abnur's drunkard treasure hunting illegitimate son. He was caught smuggling artifacts out of the Ayleid ruins in Cyrodiil and the elder of the two Imperials was Tyrus Septim a retired Imperial navy battle-mage (now a Lycan mercenary living in the city of Rimmen) and guard to the Tharn family. As much as Abnur Tharn hated his half-sister Euraxia, he dislikes his bas†ard son Cinan more. Tyrus now a ruffian and privateer had been paid by Abnur Tharn to watch over Cinan as much as possible. Cinan Tharn a drunkard, loves to drink at least a quarter barrel of Nord mead before he raids various delves and dungeons for relics to sell on the black market. Cinan also plans to one day, run an illegal gambling ring... which he thinks will net him more gold for his wares.

    The Dunmer captive shackled to the Imperials looked familiar to Kalik from his time in Morrowind.... and he recognized him as Tythis Andromo a House Telvanni slave-owner and banker from Vvardenfell. During a rough interrogation to Tythis, Ras Kalik learnt why the bandits accosted him. The racist Dunmer was providing slaves as soldiers for the Three Banner War. The bandits were trying to negotiate a lucrative ransom for Andromo and the Imperials.... Kalik did not need any of this gold and he could never set Tythis free as he did with the two Imperial soldiers. His past involvement with slavery and war crimes, made Kalik's blood boil. He chose not to execute Tythis, as he figured the worse punishment for this former rich and opulent slave owner, is to now be an imprisoned servant for Ras Kalik and the tribe.

    Herzog Zwei the Genesis a reknown Imperial/Akavirri battle-mage. His roots going back to Akavir through his mother’s bloodline. (His mother is descended from the Akaviri, through Versidue-Shae, and his Imperial father met her in Hakoshae, while traveling) Herzog earned the nickname "the Genesis" from his father as a child, as he was his mother's first born child, and last, as she tragically died in child-birth.

    Herzog was seeking to purchase an artifact from Cinan Tharn, before their capture and was meeting Tyrus while in Rimmen, who introduced him to Cinan. This artifact being the Ayelid artifact; the sword Sinweaver. After their rescue and the exchange of gold to Cinan for the sword he decided to slip away before Ras Kalik could question who he was, and why the Akavir descendant really wanted that sword. Herzog was headed to Nagastani — An Ayleid ruin in eastern Cyrodiil. He had read in scrolls that the Sword would give him magical powers to meet his mothers spirit, if he performed an Ayleid ritual at an old shrine hidden there. Equipped with the artifact sword, he was off to start his own adventure but Ras Kalik, did indeed notice the sword however and instead sent a letter to Jux Blackheart (whom also was interested in Ayleid treasures), to attempt to find Herzog and acquire the sword. (*Azani Blackheart in Elder Scroll's Oblivion is Jux's descendant some 747 years later)

    And so the Redguard, Imperial and Akaviri men parted ways ... While Ras Kalik went off to Elsweyr to encounter the latest threat to Tamriel, with Abnur Tharn and Sai Sahan - - DRAGONS!! Little did Ras Kalik know a few people were awaiting him in Senchal besides Sai. A necromancer survived his attack on the Withered Hand, while in Alik'r. The necromancer known as Auriek Siet'ka is also following him to the land of the Khajiits and Cacique the Sage of Ius a Shaman mystic who has become attuned spiritually with Tu'whacca (a Redguard God) and Ius (the Animal God), after being burned severely by the escaped dragons in Elsywer, is awaiting his arrival also. Aurik is a soldier of the Daggerfall Covenant that was introduced to necromancy while in the military, even though this magicka art is not spoken of openly by most of the Military leaders. He came to Alik'r and worked with the Withered Hand before Ras Kalik intervened on their plans. After the defeat of the Withered Hand, he aligned with the Worm Cult, and is constantly adapting and perfecting his necromantic arts.

    After his journey to Rimmen, Kalik heads south to Senchal, in the southern regions of Elyswer. This new adventure will also put him on a path to meet a strange Redguard man. The stranger which was infected with an untreated Peyrite disease and also was the exiled from the Order of the New Moon cult, due to his sickness. He originally joined the cult to worship Laatvulon, the green dragon, mistakenly thinking it was the Daedric prince Peyrite. This confused and suffering cultist is known as Tsar al-Bomba and he is on a path to spread the disease. He was originally infected in Orccrest while recruiting members there. Can Ras Kalik and the shaman Cacique cure this poor soul, only time will tell. Little does Tsar al-Bomba know, that his infection is tied to Vampirism, and eventually the desire for blood will take over his mind. Senchal also offers Kalik his latest love interest... Aeliah. Whom he fondly led thru battles with the Dragonguard.

    After the trek thru the heat, tropical and desert climate of Northern and Southern Elyswer, Ras Kalik heads north to the cold mountain range of Skyrim. His companion friend Lyris beckons for him with a letter sent by crow...

    Movárth Piquine - a former vampire hunter (now infected), within the Fighter's Guild (and a secretive necromancer) was in Skyrim working with the Morthaal Guard. On a patrol mission he was caught in Frewien's ice curse outside of Morthaal with the frozen undead. Movárth's vampiric infection kept him from becoming an undead minion to the curse. He was able to use necromantic ice-magic to encase himself safely until he was freed with Freiwen, when the Vestige Ras Kalik broke the curse.

    Uri Ice-Heart - brother of Urfon Ice-Heart. The twin sons of Atli and Oljourn Ice-Heart. The Ice-Heart family are originally from Markarth but now reside on the Jerall Mountain range near Cyrodiil, with their younger sister Araki. The twins had joined the Winterborn Reachmen while living in Markarth. Urfon pushed west to Orsinium with the Winterborn Clan, leaving his family behind. Uri stayed behind with his parents and sister to live in the family cabin for safety, avoiding the Vampire plague infiltrating the Reach. After news reaches him and he hears of Urfon's death... Uri leaves and heads home and is seeking vengeance. Meanwhile, his sister has also moved on to Windhelm to join the Fighter's guild. He will visit his sister, once before going to seek vengeance and she will craft him armor mixed with ice, called Stalhrim armor. Uri fearing death, after his brother's passing, falls victim to the convincing talk of Movárth at a Nordic tavern, and will also becomes a vampire.

    {time moves forward through the hour-glass}
    PS5/NA - Ras Kalik a Redguard Templar - Daggerfall Covenant
  • PaddyVu
    PaddyVu
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    Kalik_Gold wrote: »
    He can play his way and do whatever he wants solo.... it's part of the game - Zos said, right?.

    What he is asking for is if someone joins him, and that he has already cleared the dungeon to the last boss. Then he decides to make a group, now as leader invited people and people leave. That it doesn't reset the progress... which wastes hours of time.

    I do not know if that can be implemented now but it should be a feature at least when starting the dungeon.

    This also helps if you kept wiping on a boss, and eventually are trying to recruit new people.

    Zos stated:
    "GO ANYWHERE Explore freely as your character is scaled to face each zone, meaning you can go anywhere, with anyone, at any level."

    Zos also says soloing dungeons is for the brave adventurer:
    "Unlike delves (smaller one-man dungeons that can be found in each zone), dungeons generally require a team of two damage dealers, one tank, and one healer. We say generally because while it is advisable to have a team made up of these core roles, it is possible to complete some dungeons with a more varied group, depending on the levels and skills of the players in question. It is even possible to complete a dungeon solo!"


    So basically that feature is eliminating his ability to do the above as advertised...


    links:
    https://www.elderscrollsonline.com/en-us/discover
    https://www.elderscrollsonline.com/en-us/guides/dungeonsguide

    This is exactly what i meant ! Try to solo everything in dungeon but the last boss,just wanna share a little helm on last boss for short time but they just leave and make me to start entire thing again,1 min is not enough to clear the last boss especially zaan bos,maybe zos increase removing from area from 1 min to 10 min i'm able to finish the dungeon :(
  • El_Borracho
    El_Borracho
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    Xebov wrote: »
    100% disagree with OP. The delay is there to help people finish a handful of dungeon quests. If you want to leave before that, travel to a house. LIKE EVERYONE ELSE DOES.

    Thats not even close to what OP said and meant. But on that matter they should add an option to "Leave now" since especially older dungeons dont have a direct link to the door.

    LOL. My bad, was responding to another post I had open in another window on that thread. Sorry OP!
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