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Disbanding the Group should require a vote...

  • Jusey1
    Jusey1
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    Maybe the problem isn't with disbanding the group but rather with removing members of the group from the instance when the group disbands. Is it really necessary for this to happen?

    Is it really necessary to disband the group at all when you could just leave it?
  • SilverBride
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    Jusey1 wrote: »
    Maybe the problem isn't with disbanding the group but rather with removing members of the group from the instance when the group disbands. Is it really necessary for this to happen?

    Is it really necessary to disband the group at all when you could just leave it?

    No, it's not necessary but it happens. It would be more reliable to just not kick the player out of the instance than to get some random players, most of whom do not read the forums or even know it's an issue, from disbanding.
    PCNA
  • zaria
    zaria
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    AlnilamE wrote: »
    duagloth wrote: »
    one player should be able to stay without punishment, no need for a vote. im leaving when im done regardless, im not cool with being held up because someone else wants to stay.

    With the new option to leave instance from group menu, that's what I always pick if I'm not the last person in the group. That way if someone wants to look for chests or whatever, they can do that while I vendor and decon before the next dungeon.

    If I'm done and I see that someone is still in group and in the dungeon, I ask if it's ok for me to leave, and if they don't say anything, I do. It's not a big deal.
    Agree, prefer to leave an dungeon or trials rather than leave group. Two reasons as you say some might want to explore or hand in quest and listen to end of quest dialogues, the second is that some might find they want items I posted after doing the quest or other stuff.
    Cyrodil or IC I leave group simply as it mark that I'm not in the run anymore and to avoid confusion and its no point staying in group.
    Disbanding group makes sense in an very limited number of settings, mostly if other want to carry on let them.
    Grinding just make you go in circles.
    Asking ZoS for nerfs is as stupid as asking for close air support from the death star.
  • Varana
    Varana
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    Jusey1 wrote: »
    Varana wrote: »
    But the scenario described (in a rather long-winded manner) seems a bit ... niche in my experience. There are exactly two dungeons in the game where this scenario applies (UHG and RPB)

    I know at least four dungeons off the top of my head that has secret bosses.

    As others have pointed out: The scenario the OP presented was that the group finished the dungeon but three of them wanted to go back to the secret bosses.

    That works in UHG (no specific number of players required) and RPB (all secret bosses need three players).

    BDV needs four players for the first secret boss. The others can be done with two, yes.
    DC needs four players for the last secret boss. The others can be done with two and three, respectively.
  • VampirateV
    VampirateV
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    Ugh yes! Can't say how many times I've wanted to run back through to check for chests after it was done but had no choice in leaving.
  • Giraffon
    Giraffon
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    I don't see it used as much as I used to, but yes, the option to disband a group should be removed.
    Giraffon - Beta Lizard - For the Pact!
  • griffrawk
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    Auto removal once the group all leave seems illogical seeing as you get to stay all the time you like if soloing as a group of one.
  • Pevey
    Pevey
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    Is there ever a use case for disbanding a group? I think the option could just be removed. Everyone in a group is free to remove themselves at any time. It's always a bad idea to do this in a dungeon. Just leave. No need to disband. Maybe someone wanted to go back for chests. Maybe the other 3 start chatting and want to do the next pledge together. Maybe they still want /g group chat to be able to /lt gear they don't need. Or whatever. I've never understood people who disband instead of just leaving.
  • Mythgard1967
    Mythgard1967
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    I watched this happen yesterday in Volenfell. Two members were doing the quest; the other member was a speedrunner. The speed runner ran ahead and then would wait for the questers to catch up. I hung with the questers and loaded a group heal (since the speedrunner was the healer and the questers were below level 50). We managed to get to the end; killed the boss; the ending had started for the questers. The speedrunner was group leader. When the quest gal said to make a run for it; the speedrunner typed "haha" in the group and disbanded it and kicked everyone out.

    This should NOT be an option.
  • Pevey
    Pevey
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    I watched this happen yesterday in Volenfell. Two members were doing the quest; the other member was a speedrunner. The speed runner ran ahead and then would wait for the questers to catch up. I hung with the questers and loaded a group heal (since the speedrunner was the healer and the questers were below level 50). We managed to get to the end; killed the boss; the ending had started for the questers. The speedrunner was group leader. When the quest gal said to make a run for it; the speedrunner typed "haha" in the group and disbanded it and kicked everyone out.

    This should NOT be an option.

    It's at least better than it used to be, because the countdown timer now gives enough time to finish the quest. But it's stressful for newbies, confusing, and it doesn't allow for the 3 left to use group chat. I totally agree, the option to disband should just be removed.
  • RisenEclipse
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    I don't even understand the purpose of a timer that kicks people out of the dungeon to begin with. If someone wants to take an era to go around looting every sack or bottle after, they should be able to. Even if everyone but them is in the dungeon. More so when some dungeons do have pretty long npc dialog and npcs you can talk to afterwards.
  • TagCdog
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    I suspect they want everyone out of a dungeon instance as quickly as possible for server resource reasons.

    Instances as far as I know are a dedicated instance for the group and the ESO servers can only support so many before everything gets bogged down.

    If too many people kept their instance open to do non-mainstream tasks like looting all the crates they were peer pressured into running past then there would be a lot of resources consumed when other groups could benefit by having that instance for their group.

    I agree and like to collect/kill things that the group skipped, but we already know ESO has server resource issues as it is. I doubt they will make changes to let people stay in dedicated instances for longer than they have to.
  • Mythgard1967
    Mythgard1967
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    Pevey wrote: »
    I watched this happen yesterday in Volenfell. Two members were doing the quest; the other member was a speedrunner. The speed runner ran ahead and then would wait for the questers to catch up. I hung with the questers and loaded a group heal (since the speedrunner was the healer and the questers were below level 50). We managed to get to the end; killed the boss; the ending had started for the questers. The speedrunner was group leader. When the quest gal said to make a run for it; the speedrunner typed "haha" in the group and disbanded it and kicked everyone out.

    This should NOT be an option.

    It's at least better than it used to be, because the countdown timer now gives enough time to finish the quest. But it's stressful for newbies, confusing, and it doesn't allow for the 3 left to use group chat. I totally agree, the option to disband should just be removed.

    Unfortunately, they were not actually able to complete before being ejected from the instance.
  • RevJJ
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    I’ve had this happen with a pug run of vHRC. Just before the last boss fight, the group leader announced that everyone should give all their drops to him. People obviously said no, he aggrod the boss… and then disbanded the group. Everyone got kicked out. Disband group should not even be an option, I don’t see the use for it.
  • Varana
    Varana
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    I don't even understand the purpose of a timer that kicks people out of the dungeon to begin with. If someone wants to take an era to go around looting every sack or bottle after, they should be able to. Even if everyone but them is in the dungeon. More so when some dungeons do have pretty long npc dialog and npcs you can talk to afterwards.

    Dungeon instances are limited to 4 people in them. So if you get kicked out of the group, or leave the group on your own, the group can't get a replacement into the instance until you've left.
    After the dungeon is completed, I guess they want to encourage closing the instance for resource reasons.
  • MidniteOwl1913
    MidniteOwl1913
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    I have had cases where as soon as the boss was dead the leader disbanded the group. I didn't even have time to finish the quest for the skill point. Now I don't even take time to read the dialogue, I just click as fast as I can to make sure I get the quest finished.

    And even for dungeons, I have done before I like to loot. Sometimes there are chests right there in the room, but I don't have time to open them. When I have the crown I always just leave group. The crown passes to someone else, that's not a problem for anyone.

    PS5/NA
  • StevieKingslayer
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    Lowkey pissed when =people= disband the group. Just leave if you're done. I like to wander around dungeons and grab some screenshots.
    I am demanding better customer service from Zenimax Studios.
    I am demanding better and more open communication between the devs & the playerbase.
    Majin Stevie || Iothane || Nymphetamine
    PVP || PVE
    Player since beta.
  • Zephiran23
    Zephiran23
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    1 option would be if the last boss is killed, the option to disband is no longer available. Give players the option to decide if they want to stay or not. As plenty of other threads have highlighted, taking control away from players does not increase player satisfaction.

    Speeders rarely want to open chests or heavy sacks if they aren't directly on the(ir) optimum path. Similarly with hidden bosses or optional bosses in non-linear dungeons. The rat boss in Wayrest I is commonly watching over a chest, which you can probably open without killing him.
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