Castle Never, Dracolich killed. Ok what do I pick between the three purples?
While you're choosing, someone in the party hits the F key on the exit portal. Everyone is in the portal radius, because the chest is way too close. And poof, everybody gets teleported out.
Many other dungeons have this issue. The Celadaine one, for instance.
ToD = ..........
Tired of Dailies/Tyranny of Dailies/Timers of Doom/Tricked Or Duped/Tremendously Obnoxious Dailies/Try Otherwise, Devs
Agreed on that, must be solved somehow, why just not use a portal like in LoL?
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zebularMember, Neverwinter Moderator, NW M9 PlaytestPosts: 15,270Community Moderator
edited January 2015
I agree. There's quite a number of instances that have their reward chest precariously close to the exit portal. The Dread Ring Lair, Death Forge, is one that comes to mind.
I feel that there should be a set standard for instance content: in that exit portals and reward chests cannot be within the same usage range of each other. Meaning if I am on the very edge of interact range with one, I should not be able to interact with the other.
The problem is, imo, that "gather your party members before enter portal" thingy. If the portal is close to chests but doesn't have that requisite, I don't see any prob actually, everyone press "F" when he/she is ready.
I, too, have been caught out in Castle Never by the "gather your party" mechanic at the exit portal - just the once, but it was still one time too many.
As far as I know, CN is the only dungeon where this happens. (Don't quote me for any of the Sharandar/Dread Ring dungeons as I solo those.) All other dungeons allow you to loot in peace, and the rest of the group can leave when they are ready to do so. This has allowed me (where possible!) to go back through the dungeons to really explore what the devs have created. (I take it as a point of pride that all my characters that have done a level-appropriate run through Cragmire Crypts (Normal) have soloed the Daughter of Lolth!)
The one dungeon where I can definitely say that the chest is well clear of the exit portal is the Fardelver Crypt dungeon in Gantlgrym, but you can leave one-at-a-time from that dungeon anyway.
"I have never considered it polite to comment upon the ravings of the insane, nor profitable to engage in arguments with lunatics." - King Avallach (Taliesin - Stephen Lawhead)
Comments
I feel that there should be a set standard for instance content: in that exit portals and reward chests cannot be within the same usage range of each other. Meaning if I am on the very edge of interact range with one, I should not be able to interact with the other.
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As far as I know, CN is the only dungeon where this happens. (Don't quote me for any of the Sharandar/Dread Ring dungeons as I solo those.) All other dungeons allow you to loot in peace, and the rest of the group can leave when they are ready to do so. This has allowed me (where possible!) to go back through the dungeons to really explore what the devs have created. (I take it as a point of pride that all my characters that have done a level-appropriate run through Cragmire Crypts (Normal) have soloed the Daughter of Lolth!)
The one dungeon where I can definitely say that the chest is well clear of the exit portal is the Fardelver Crypt dungeon in Gantlgrym, but you can leave one-at-a-time from that dungeon anyway.