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Unable to Complete Dungeon Quests For Various Reasons

ElfFromSpace
ElfFromSpace
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This week I ran Dread Cellar and when we finished the final boss, the NPCs just never showed up. I tried reloadui. I tried leaving the last room and going back in. I tried asking my team members to stay while I ported out of the dungeon. Unfortunately 2 of my team members left group and the 3rd was booted from the dungeon when I ported out so I was unable to complete the quest. I reported this to support and got this response:

"Thank you for contacting The Elder Scrolls Online Team.

We are aware of an issue that causes Lucilla and Martus in the quest “Quaking Dread” to not appear after the final boss has been defeated.
While we work to resolve this issue, here are a few basic quest troubleshooting steps:
If on PC/Mac, type /reloadui in the command line of the Chat Box.
Leave the area and re-enter.
Try a soft reset by logging out of the game completely for at least 15 minutes.
Abandon and restart the quest."
"I understand you were unable to complete the quests for the Dread Cellar and Quaking Dread. We are aware of an issue that causes Lucilla and Martus in the quest “Quaking Dread” to not appear after the final boss has been defeated. As for giving credit for the missions, we are unfortunately unable to award the rewards or progress due to technical limitations."

I think people can understand why I am not satisfied with this response. I have 14 characters and am trying to unlock skillpoints on all of them. Getting groups to play dungeons is not always easy, particularly with the group finder currently broken. This is far from the only time this has happened. I have forgotten to turn quests in several times because the NPC dialog took so long and I was antsy to go do other things I ported out before they finished and realized my mistake too late. I have taken friends on dungeons and had them make the same mistake, particularly after harder dungeons which wore them out to complete.

It really shouldn't be that hard to make the following changes:
1. Allow dungeon quests to be turned in to the NPCs at or near the dungeon entrance if the quest is already completed. Currently when I port back in, the quest gets reset. There's really no reason for this. We can only do a dungeon quest once, but can run the dungeon as often as we like and there' no real benefit to being on the quest verses not except in being able to complete it. Simply don't reset the quest and allow me to talk to that same NPC in their first spawn point.
2. Allow us to skip over the end of dungeon dialog and other quest dialog. Rather than making the quest arrow and ability to talk to an NPC wait til they're done talking, simply allow us to interact with them early and cut short the dialog. While I enjoy the quests in many dungeons I really don't need to be forced to wait for it each and every time!
Former GM Elder Scrolls Exchange
  • ElfFromSpace
    ElfFromSpace
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    Found a neat trick and joined a group that had just finished the dungeon and was able to turn the quest in. But this is difficult to arrange as I have to find a team that's just completed the dungeon and has 2 members willing to wait for me to join and load in.
    Former GM Elder Scrolls Exchange
  • Fennwitty
    Fennwitty
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    I don't think you need multiple people, just one staying in the dungeon to keep the instance from resetting.

    You teleport yourself to a completely different zone, then teleport back to the player inside the dungeon.

    Once or twice doing that and they appear. I've had to do this twice and guided other people also (I volunteered to stick in the dungeon).

    Though the recent U33 patch says they resolved the issue.
    Edited by Fennwitty on March 22, 2022 7:51PM
    PC NA
  • ElfFromSpace
    ElfFromSpace
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    Fennwitty wrote: »
    I don't think you need multiple people, just one staying in the dungeon to keep the instance from resetting.

    You teleport yourself to a completely different zone, then teleport back to the player inside the dungeon.

    Once or twice doing that and they appear. I've had to do this twice and guided other people also (I volunteered to stick in the dungeon).

    Though the recent U33 patch says they resolved the issue.

    Actually I tried that. When there is only one person in the dungeon, at least some of the time, if someone leaves it kicks the other out. I am not sure the exact parameters it uses because it does it sometimes and not others.

    The first day I had the problem I tried porting out to get the NPC to load and porting back in. As soon as I ported out the other person in my group was kicked from the dungeon.

    Yesterday I was farming a dungeon and my friend invited me and then entered the dungeon and when I declined the option to immediately port to them, it kicked them out.

    Honestly it would be nice if it just didn't kick people out of dungeons period. Good additional suggestion for ZOS.
    Former GM Elder Scrolls Exchange
  • ElfFromSpace
    ElfFromSpace
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    When you stay so someone can port back in, do you have a companion out? My friend thinks this makes a difference.
    Former GM Elder Scrolls Exchange
  • Fennwitty
    Fennwitty
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    I don't remember. Might have automatically been summoned when other party members left.
    PC NA
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