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Dungeons, Disconnects and catching up.

stoermcstoermc Member, Neverwinter Beta Users, Neverwinter Guardian Users, Silverstars Posts: 162 Bounty Hunter
edited May 2013 in PvE Discussion
Hey everyone,

I want to bring this topic back up as it has been mentioned several times in the past and is something that can cause a lot of frustration among players, especially if they run longer dungeons. Right now, the grouping tool acts very clunky in regards to dungeons.

For starters, adding people into your group after someone left doesn't give them the chance to change into the dungeon instance directly. In fact, it may happen that stand-ins won't be able to enter a dungeon that is already running at all. This should be changed so that players are able to reinforce groups that are lacking players during a dungeon run.

Another thing are disconnects and how the game handles them in regards to dungeons. If a player disconnects during the last bossfight for example, he re-enters the game always at the start of the dungeon, not even at the last campfire that has been activated. This is something that puts a large, frustrating and unneccesary timesink on any group actively playing a dungeon. Disconnects should at least enable players to re-enter their active dungeon at the last campfire the group was able to activate.

Disconnects are even content lockdowns when they happen during the final bossfight of 'The Dread Vault'. When one players disconnects and the other four player die during the encounter, the four spawn on the spawning pad above the boss room and the last one spawns at the dungeon entrance, with no chance of reaching the rest of the group.

Unfortunately, the four players can't activate the bossfight again because they are lacking their last player, while the one player on the other side gets his own 'Waiting for group' purple circle. Despite the disconnect issues described above, this dungeon specific problem should be adressed as well because the only way to activate the final bossfight after the team got split up is to re-enter the dungeon with the whole team again and run your way up from the start.

Maybe we can use this thread to consolidate issues with grouping and dungeon specific problems, so that the devs are able to adress problems with the current 5-players content better.

Keep your comments and feedback constructive :]

- stoermc
Neverwinter Community Moderator

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Post edited by stoermc on

Comments

  • someoneodsomeoneod Member, Neverwinter Beta Users, Neverwinter Hero Users, Neverwinter Guardian Users Posts: 0 Arc User
    edited May 2013
    I have also found that if someone disconnects, then leaves the group, and the leader gives lead to someone else, you will no longer get people from the queue. Has happened twice to me now.
  • raerae Member, Neverwinter Beta Users, Neverwinter Guardian Users Posts: 4 Arc User
    edited May 2013
    This has happened to me three times now, attempting to complete the Lair of the Mad Dragon. Our healer DC'd mid fight at the last boss, Cartilifax, and never returned. After we wiped a few minutes later, we tried to invite someone to fill the missing spot, only to find out it wouldn't let us. I attempted to directly invite them and it failed. I tried to queue us and it would not even show the option. Thinking perhaps it was because I hit level 36 during the dungeon, I passed lead to a lower-level party member, and they could not invite anyone, queue us, or fill the slot in any way. After several minutes of trying, the party disbanded. Now, I'm too high of a level to queue for the dungeon and won't get the chance to kill this dragon and I lose my daily quest.

    This is extremely frustrating and needs a fix ASAP. Either a 'replace member' option needs to be added or the party leader must be given full control to remove or invite new members.
  • soulwarrior78soulwarrior78 Member, Neverwinter Beta Users, Neverwinter Hero Users Posts: 541 Arc User
    edited May 2013
    Can we get an check box for us to check to whether to join only "balanced groups" for the holy trinity groups or "join already in-progress" for groups that are just looking for a replacement, please?

    It's extremely frustrating joining an Epic dungeon without a single cleric. Clearing everything up to the last boss, but it's impossible to kill the kraken or dragon without a cleric.
  • deadmanetdeadmanet Member, Neverwinter Beta Users Posts: 25 Arc User
    edited May 2013
    The issue I've had kind of relates to this. So, I'll add it to the list. When doing a solo instance, I've had the game disconnect me at the final boss twice.(meaning 2 different quests) By the time I was able to get logged back in, I was dead, and outside the entrance to the instance, with the instance completely reset. Not sure if that is working as intended. I can see the instance being reset after being empty for so long, that's pretty standard across the board. But my issue is, why is it kicking me out of the instance, instead of popping me back to the last campfire?
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  • katyilakatyila Member Posts: 3 Arc User
    edited May 2013
    This is an issue I seem to have regularly. The being disconnected in a dungeon. I end up way back at the beginning whether we are on the last boss or not and it's long and tiresome and takes forever to get back to my party. It can hold up others because they need me to be there to continue on. If there could be some kind of fix to this it would be so helpful!
    "The door glows with a pulsing evil, dark and dangerous it seeps through every crack and pore. You can sense, as a cleric, the vileness that lies behind."
    "I put my holy symbol against the door."
    "Really? Are you sure you want to do that?"
    "Yes. I put my holy symbol against the door."
    "It erupts into flames and disintegrates. You are now worthless to the rest of your party for the remainder of the adventure!"
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