It's all part of the 'team challenge'.
Changing the group behaviour is the easiest solution.
Check the lever before you leave.
Announce in chat that "I'll get the lever'
Stand still and let 'runahead madman' get it
Yes, I've had to rerun this dungeon for similar reasons.
And many others....
Yeah, this dungeon has a few annoyances. Being stuck in combat after exiting the 'escape' door after the final bosses is annoying.
Yeah, this dungeon has a few annoyances. Being stuck in combat after exiting the 'escape' door after the final bosses is annoying.
Did you speak with the lady questgiver after you killed the gargoyle, or is it bugging even if you do that?
FlopsyPrince wrote: »Yeah, this dungeon has a few annoyances. Being stuck in combat after exiting the 'escape' door after the final bosses is annoying.
Did you speak with the lady questgiver after you killed the gargoyle, or is it bugging even if you do that?
I did that. I was on the "pull the lever part" which I am almost certain is the 2nd of the 2 levers.
It's all part of the 'team challenge'.
Changing the group behaviour is the easiest solution.
Check the lever before you leave.
Announce in chat that "I'll get the lever'
Stand still and let 'runahead madman' get it
Yes, I've had to rerun this dungeon for similar reasons.
And many others....
belial5221_ESO wrote: »It's probably a random bug,and would be impossible to find cause,since there's not tons of people complaining about it.I've solo'd and did it in groups many times to fill collections recently and no issues.Like you suggested,only thing they could do it make things complete for whole group if one gets it done,but probably not high priority yet.
Part of the ongoing "ZOS needs to update the old dungeons including bugs and quests getting stuck" problem.
I'm still waiting for the "part II" dungeons for many of the base game dungeons too....
belial5221_ESO wrote: »It's probably a random bug,and would be impossible to find cause,since there's not tons of people complaining about it.I've solo'd and did it in groups many times to fill collections recently and no issues.Like you suggested,only thing they could do it make things complete for whole group if one gets it done,but probably not high priority yet.
Hapexamendios wrote: »The best "solution" I've found is to do it solo or with friends/guild mates.
FlopsyPrince wrote: »So everyone will get credit if the one who pulls it has the quest? But no credit if someone who has already completed (or did not pick up) the quest pulls it?
Necrotech_Master wrote: »FlopsyPrince wrote: »So everyone will get credit if the one who pulls it has the quest? But no credit if someone who has already completed (or did not pick up) the quest pulls it?
i think this is the issue going on, its not updating the quest if the "lever puller" has no quest to update, but the lever is still required to progress the dungeon
so either the quest needs to update properly when the lever is pulled, or the step to pull the lever should probably be removed entirely to streamline the quest
FlopsyPrince wrote: »Necrotech_Master wrote: »FlopsyPrince wrote: »So everyone will get credit if the one who pulls it has the quest? But no credit if someone who has already completed (or did not pick up) the quest pulls it?
i think this is the issue going on, its not updating the quest if the "lever puller" has no quest to update, but the lever is still required to progress the dungeon
so either the quest needs to update properly when the lever is pulled, or the step to pull the lever should probably be removed entirely to streamline the quest
I thought I just wasn't close enough, but it could easily be "no credit if no one with the quest pulls it".
I would agree it should simply be removed or such. You can't proceed through the dungeon without it getting pulled, right?
Necrotech_Master wrote: »FlopsyPrince wrote: »Necrotech_Master wrote: »FlopsyPrince wrote: »So everyone will get credit if the one who pulls it has the quest? But no credit if someone who has already completed (or did not pick up) the quest pulls it?
i think this is the issue going on, its not updating the quest if the "lever puller" has no quest to update, but the lever is still required to progress the dungeon
so either the quest needs to update properly when the lever is pulled, or the step to pull the lever should probably be removed entirely to streamline the quest
I thought I just wasn't close enough, but it could easily be "no credit if no one with the quest pulls it".
I would agree it should simply be removed or such. You can't proceed through the dungeon without it getting pulled, right?
correct, ive tried soloing the dungeon, and the doors are locked/unable to be opened until you hit the levers
for speed farming i was soloing and was going to skip straight to tremorscale instead of going through the steam hallway with the levers but the door after tremorscale is still locked so the levers in the dungeon are not optional
Another fix that would be great is if they fix the Tremorscale bug. If you target Tremorscale before opening the second lever, it blocks progress from the rest of the dungeon and if it doesnt, it blocks progress for the quest