tomofhyrule wrote: »It's because each dungeon is an instance, and the goal is to get that server space back.
Yes, people run dungeons solo and then the timer doesn't trigger, but I think that's an edge case that was not considered when the timer was implemented. But in general, the original idea was that people would run the dungeon and get out so the instance could be freed, and not have one person AFK in the instance holding it open for eternity.
Finn made a post on the PTS forum talking about how more smaller instances actually make performance worse for the overall game, so the idea is that one person is not able to essentially hold the game's performance hostage. I'm sure they could increase the timer, but the exact thing they don't want is for one person to make a permanent instance of an empty dungeon (times hundreds of players) which would start to degrade performance over the whole game.
YffresTrill wrote: »Agreed! I have often wished for this. It used to be much worse, however -- the timer used to be only a few seconds and there would not even be time to turn in the quest often, if everyone else immediately left.
On a related note, I would also like the option to opt out of getting immediately pulled to a boss as soon as the speed runner arrives at it. I often get pulled away from a chest I am opening, loot I am collecting, or trash mobs I am fighting. I am glad the option for the pull exists (so you can still get credit for the last boss even when there is a speed runner) but it should not be obligatory.
The timer only happens if you enter with the dungeon finder, random or specific dungeon. If you port directly to it or walk in it will not close as long as your logged in. Same if your grouped with someone from the finder, even if they log out or switch character as i understandtomofhyrule wrote: »It's because each dungeon is an instance, and the goal is to get that server space back.
Yes, people run dungeons solo and then the timer doesn't trigger, but I think that's an edge case that was not considered when the timer was implemented. But in general, the original idea was that people would run the dungeon and get out so the instance could be freed, and not have one person AFK in the instance holding it open for eternity.
Finn made a post on the PTS forum talking about how more smaller instances actually make performance worse for the overall game, so the idea is that one person is not able to essentially hold the game's performance hostage. I'm sure they could increase the timer, but the exact thing they don't want is for one person to make a permanent instance of an empty dungeon (times hundreds of players) which would start to degrade performance over the whole game.