Thats hugely different from OP who sounds like he still wants to crawl into every hole.
Since I first read about this I worried that instead of it being a way to help people keep up with those who rush, it will instead just force everyone else to progress at the speed of the fastest person.
I can just see it, especially in some older dungeons: A new player stops to speak to the NPC for a quest but then gets dragged to the next boss before that NPC is done chattering away and can be interacted with.
It doesn't seem to fix the actual problem.
(Point of view from a player who generally likes moving through dungeons very very quickly).
CaffeinatedMayhem wrote: »
Thats hugely different from OP who sounds like he still wants to crawl into every hole.
I don't go looking for the "remote" chest spawns until after a group is done. However, if I'm on a support character, it's nice if the mobs are cleared so when I backtrack I don't have to "die-run" then whole way.
I am curious about how it would work with older base-game dungeons that don't have a linear path between bosses. E.g., CoA1, where you could choose to go right or left first after coming down the initial tree.
I am also intrigued by the feature.
Were discussing it last night.
Say you get coh1 or 2. The first boss is skippable. So what happens if 1 runs to the 2nd boss. Aggros while 1 aggros the first boss?
Does everyone go to boss 1 as it's chronologically where we should be. Or do we all jump to the second as it's further along now and 1st boss is deemed done by the coding.
Or does it just implode lol

VaranisArano wrote: »I'm not on PTS, and so can't test this, but I am very curious about what happens during one of the most common skips: Fungal Grotto 1.
Say your group finished the goblin war chief.
Player 1 jumps over the waterfall and makes it to Kragh.
Player 2 jumps over the waterfall, but aggros Clatterclaw while trying to get up to Kragh.
Player 3 doesn't know about the waterfall skip and heads over to the Broodbirther instead.
Player 4 finishes lockpicking the chest and then...
What happens?
There's three possible bosses to aggro in the big room. Depending on how the group does the waterfall skip, it's entirely possible to have two or even all three bosses aggroed. Usually when my groups do the skip, we only aggro Kragh, but there's been times when someone has snagged Clatterclaw too.
I'm just really curious about how the Join Encounter system handles multiple bosses being aggroed.
Since I first read about this I worried that instead of it being a way to help people keep up with those who rush, it will instead just force everyone else to progress at the speed of the fastest person.
I can just see it, especially in some older dungeons: A new player stops to speak to the NPC for a quest but then gets dragged to the next boss before that NPC is done chattering away and can be interacted with.
It doesn't seem to fix the actual problem.
(Point of view from a player who generally likes moving through dungeons very very quickly).
This issue can be solved by simple communication. Players can state what they want and often get it. The majority finds it easier to explain afterwards than simply saying "I have the Quest" or "I need all Bosses dead".
Of course if you only PUG all the times you may find toxic pugs who just are doing speed runs of Random Normal Dungeon and don't wanna wait for you, but of course that's the price to pay when you PUG-a-roo.
Ok thats fair enought, but i still dont get the size of your problem. Iam a Tank, so iam support too. I have slow groups and i have fast moving groups that simply anihilate everything. In some dungeons bosses and mob groupes are safely skipped unless someone says he needs them. I barely ever have the case that ppl blaze through everything and agro stuff on the way without killing it.